What use is the latest "upgrade"

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: What use is the latest "upgrade"

Postby sami1337 » Thu Jul 09, 2009 9:32 pm

Talvara wrote:OKay, lets stop this here.

Please leave one and another to play how he/she wishes. Personally if there wont be bans based on ingame behaviour. there should still be looked at the option to ban on the acount of plainly being offensive.

really, if you enjoy the anomity of the internet thatmuch go look at some more porn. download a few more pirated games. But please, I repeat 'please' don't go put ALL OF YOUR MISSERABLE EFFORT into ruining it for the rest. bringing exploitable features to light is one thing, Harassing players away from the game is another.

the first can be seen as benificial to the game (In some obscure way) but the second only hurts the game *and worse, might even hurt the more sensitive among us.* edit:

PS. Sorry for derailing this thread a little more than it already has (altough I must admit I havent read most of it.)


Don't worry about derailing.

Devs said (especially jorb) that banning for plainly being offensive is one of the last things they'd do.
I agree and support that people should bring up issues with the mechanics, but in a controlled environment.
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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Re: What use is the latest "upgrade"

Postby theTrav » Thu Jul 09, 2009 11:35 pm

I like the latest update.

Laketown got raped, which is unfortunate.
I logged on last night at around 7:30pm EST and was logged off by about 9:30pm. At that point no-one on my kin list (not huge) was online and our vault was still secure.
Some time between then and 6:00am when I woke up (less than 9 hours) someone had entered our mine, destroyed a kiln on the outer part of our kiln wall, destroyed at least one hearth fire (they are all gone now) and messed up all our steel production / stolen all our steel.

I'm guessing they did it before the stamina change was implemented and before the "mine == claimed" change was implemented.

I don't really see it as the end of the world, it probably pointed out several things that Loftar and Jorb had missed during their implementation that may now be tuned a little better.
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Re: What use is the latest "upgrade"

Postby theTrav » Thu Jul 09, 2009 11:43 pm

Also I think JTG has hit on something with his comment on Bottleneck being harder to grief. Basically Laketown doesn't have enough regularly online players. We're down to 3 or 4 now, and that's not enough to get any reasonable consistency.

Those of us who DO play, play fairly regularly and achieve some pretty impressive things though. I quite like how our settlement looks and how we've hit a number of "firsts" when new features come out. I also like that we're reasonably well known as a settlement
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Re: What use is the latest "upgrade"

Postby Potjeh » Fri Jul 10, 2009 12:12 am

JTG wrote:Whats stopping a person from just beating the lock off, or tearing what its attached to.

That's a good question.

Well, tearing down things takes quite a bit of strength and stamina. If we were to get some expensive but even more resistant items for protection, such as steel safes or iron doors for our cabins (an upgrade of sorts), wrecking the thing that the lock is attached to wouldn't be quite so simple. Locks themselves should be possible to wreck, but it should require significant strength so that picking the lock is the easier option. Besides, if you pick a lock you get to take it, and a good lock itself would be worth quite a bit.

Now, the locks/lockpicking system that I propose is capped for a reason. If we assume that intelligence will improve lockpicking, at one point a dedicated thief will be able to reliably pick any lock. However, getting a character to such a high level of lockpicking competence would require significant investment of time (a real life month at the very least). So sure, no vault is safe from a professional thief. But the thief isn't safe from retribution either, and as getting such a character killed would be a major blow, he'd have to pick his targets carefully and make sure he doesn't draw too much heat. There's bound to be a ranger out there that can track him down if he leaves too many clues (clues timing out in containers is assumed to be implemented).

For a low level thief, there is still possibility to make a big score. He could come over the course of several days and get all the numbers for a six-digit lock thus gaining the entrance into a vault (because let's face it, such a lock is overkill for anything else). Trespassing clues on other side of the claim won't be that suspicious, but there is a question about clues due to trying to pick the lock itself. I think that picking a lock shouldn't leave clues until it's actually opened, at which point it'd leave a theft clue. A paranoid owner could respond to this by changing locks every now and then.
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Re: What use is the latest "upgrade"

Postby theTrav » Fri Jul 10, 2009 12:18 am

Destruction should require tools.

Destroying a kiln should require a sledge hammer or a pickaxe.

If the dev's actually allowed to forging of a completely steel safe, then a sledge hammer or a pick axe probably wouldn't be enough. It probably also wouldn't be liftable without RICOCKULOUS strength
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Re: What use is the latest "upgrade"

Postby JTG » Fri Jul 10, 2009 3:10 am

Well for the most part if you are adding in fences and lockpicking add in some real thief friendly skills. Instead of just stealth, lets have a skill that allows us to go invisible for a short period of time with a single check of stealth versus exploration the moment you enter the pov of a person.
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Re: What use is the latest "upgrade"

Postby JTG » Fri Jul 10, 2009 3:14 am

What I predict is this game will get VERY FUN, VERY FAST. Due to the destruction mechanics its only a matter of time before people start going batshit onto each other.
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Re: What use is the latest "upgrade"

Postby Raephire » Fri Jul 10, 2009 4:35 am

theTrav wrote:Destruction should require tools.

Destroying a kiln should require a sledge hammer or a pickaxe.

If the dev's actually allowed to forging of a completely steel safe, then a sledge hammer or a pick axe probably wouldn't be enough. It probably also wouldn't be liftable without RICOCKULOUS strength


I could probably lift the ring of brodgar.
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Re: What use is the latest "upgrade"

Postby provo » Fri Jul 10, 2009 5:52 am

I know people are a little panicked about everything being destroyable. But i tried to causally destroy a kiln. And it is boring, and my stamina went down so quick that my food went down. I probably only damaged it 5% at the most. It was shit.

So in a serious operation to break through not only do you need to be well supplied, you also need a lot of time. And someone can come a repair the kiln. Its not an easy activity.

So a well populated town that inspects its kiln walls should be fine.....and people who choose to live an isolated existence that the price you pay for solitude.

Locks:
Also for breaking locks, is a logical step, sometime you can just bypass a lock and smash your way in.

Smashing through things:
The possibility of destroying objects and breaking locks allows for the future of tribal violence and wars, not just stealthy thief’s. As long as smashing your way though walls and locks remains our of reach of the average player and only possible for large groups it shouldn't be a problem. The balance just needs to be right.

Planned features list:
I also understand the devs intend to include walls. and i think a lot of people are getting annoyed because game balance gets thrown between each update. But i think it would help people if the Devs had a list of planned features to include and their priority for inclusion. So people know what’s coming soon. I know it might be nice to surprise us with a silk worm industry, but for things like locks and walls it would help calm people down.

Walls
1. Also i don't think dedicated walls would produce the same problems as drying rack walls.
Because besides philological walls like a wooden picket fence that should be climbable or easy to knock down , big stone wall will be a complex and difficult thing to make.
For the toughest possible wall you will need shit loads of stone or bricks , Steel/Iron Reinforcements, wooden scaffolding/support, clay/water/something else new to bind the stone together as some sort of “cement replacement”. You will need to prepare the ground before building the wall to ensure the ground is stable.

You might even have to do some surveying, and layout string to ensure that the wall is built evenly and in a strait line. (like in building sites now). So you have to pre plan the entire wall before doing it. Because adding sections of walls is pretty structurally unsound and would be a weak point in the wall.
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Re: What use is the latest "upgrade"

Postby KoE » Fri Jul 10, 2009 12:30 pm

provo wrote:Planned features list:
I also understand the devs intend to include walls. and i think a lot of people are getting annoyed because game balance gets thrown between each update. But i think it would help people if the Devs had a list of planned features to include and their priority for inclusion. So people know what’s coming soon. I know it might be nice to surprise us with a silk worm industry, but for things like locks and walls it would help calm people down.


Quoting the bit about balance being thrown for truth.

Unfortunately, Jorb and Loftar have both repeatedly said that even they don't know what's coming next. As far as I understand, game development, for them, consists of a nebulous string of ideas for the far future* (such as walls, ancestry, etc.) that's still being puzzled over bit by bit and whatever they decide to hash out when they get together for a dev session.

*where far future is defined as 'not today'.

Actually, the more I think about it, it's a small miracle the game isn't a completely jumbled mess given that. (or not any more so than most alphas, at least.)

While it would be nice to have a single, cohesive list of planned features (or a full combat explanation, among other things), unless they start taking things more methodically it'd probably cause almost as much heartache because people felt they were promised item X and got item Y. Or maybe people would realize that it's a subtle nod that they've considered the problem and they're churning it over. I wouldn't know, Internet society still surprises me sometimes.
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