method for implementing old age/death

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

method for implementing old age/death

Postby DeadlyPencil » Fri Dec 31, 2010 7:50 am

So after reading that topic about capping stats, i thought of this suggestion which attempts to cap stats in way that would suite the game better:

-change / tradition sliders removed
-you no longer have multiple ancestors, just an ancestor pool
-characters age based on game time, each character has a life expectancy and you will die randomly around their life expectancy date.
-life expectancy is based on food eaten, if you have a balanced diet, you life expetancy is 100%, the futher away you are, the shorter your life span is. (so for example you can afford to have a specialized diet early in life however if you attempt to pump str through the roof later in life, you life expectancy could drop below your current life and you could drop dead from a heart attack)
-life expectancy could also be modified by time played, however iam not sure how this would work
-you can die naturally of old age or from being murdered
-if you die your characters stats go into the ancestor pool. your stats higher than the stats in the ancestor pool replace the ones in the pool, the others are dropped
-you can access *ALL* you ancestor stats by sacrificing stuff to an altar. some stats would be easy to access and last quite awhile before you need to pay an upkeep. Others, such as combat stats would require alot, and last a short time.

anyways, i think the above suggestion could work good for this game. it would basically put a max on everything, as a player could only raise a stat so high during that time frame. it would make it so a new person could come into the game and raise their combat up really high and be on par with the vertrans.

it would also promote people picking different specializations after each death, as that would benifit them the most.
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Re: method for implementing old age/death

Postby SacreDoom » Fri Dec 31, 2010 12:25 pm

I hate this idea about randomly dying from a heart attack cuz you ate wrong, this makes this look like a bad commercial for that 6 fruits a day or you'll end up dying. This is a game, not a second life, I wanna be able to level my character without fearing death every 4th second cuz I eat 20 pumpkin pies.
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Re: method for implementing old age/death

Postby Oddity » Fri Dec 31, 2010 1:03 pm

No thanks.
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Re: method for implementing old age/death

Postby jlt314 » Fri Dec 31, 2010 1:18 pm

-1
it would make mastering any skill pointless.
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Re: method for implementing old age/death

Postby Danno » Fri Dec 31, 2010 3:15 pm

I think it would be both funny and a good way to encourage actual gameplay.
I particularly like the idea of removing tradition/change sliders. We all go to change because we all hate grinding and would like to do it for a shorter amount of time (surprise, surprise). Then people just switch to tradition when they want to be mischievous... I think it's total abuse of the system and ruins the whole idea of it. Simply removing them would be a great move, I think.

SacreDoom wrote:I hate this idea about randomly dying from a heart attack cuz you ate wrong, this makes this look like a bad commercial for that 6 fruits a day or you'll end up dying. This is a game, not a second life, I wanna be able to level my character without fearing death every 4th second cuz I eat 20 pumpkin pies.

If our lives were shortened, you wouldn't have to eat 20 pumpkin pies in the first place.

jlt314 wrote:-1
it would make mastering any skill pointless.

A skill would be considered "mastered" at a much lower skill value than currently... And you'd master it for the sake of your future generations and fellow villagers while you're alive.
Or did you think mastering a skill currently holds some meaning? Quality goes up slightly and you aim for higher quality since there's nothing else to do in the game.
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Re: method for implementing old age/death

Postby DeadlyPencil » Fri Dec 31, 2010 4:02 pm

SacreDoom wrote:I hate this idea about randomly dying from a heart attack cuz you ate wrong, this makes this look like a bad commercial for that 6 fruits a day or you'll end up dying. This is a game, not a second life, I wanna be able to level my character without fearing death every 4th second cuz I eat 20 pumpkin pies.


dont be retarded. a balanced diet is talking about FEP and attributes. not making sure you eat an apple a day.

The way it would work is like this

-players characters would be given a random in game life span, lets say an even 4 months for example
-if the character keeps 100% balanced attributes near 3 months til death, he will likely die at 4 months.
-if he became a brick basher however, and has 500 all attributes, but 4000 strength, his life span would be modified downwards, now he only is going to live 3 months instead of 4.
-so basically, specialized characters will die faster than balanced characters

a perpetual world, which i think the developers are trying to create will require your characters stats to be reset. i dont think they plan on reseting the server over and over when the game is finished because someone becomes unkillable. Something similar to this will eventually have to be implemented.
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Re: method for implementing old age/death

Postby SacreDoom » Fri Dec 31, 2010 4:51 pm

Yeah, see your point, still, this is just a game, not some sorta second life inside your computer, I mean, who would play a game that would just reset your progress every 4 months?

Just my opinion, tho.
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Re: method for implementing old age/death

Postby Gauteamus » Fri Dec 31, 2010 5:10 pm

SacreDoom wrote: I mean, who would play a game that would just reset your progress every 4 months?


Chess resets your progress every 10 mins - 10 hours, and it is still considered to be a game of skill mastery, elegant mechanics and lots of replayability.
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Re: method for implementing old age/death

Postby Repercussionist » Fri Dec 31, 2010 7:01 pm

Why are people wanting to give more disadvantages to people with skewed attributes? Having to get 6000 FEPs to go from 10 to 11 Psyche isn't pain enough?

And why are people wanting to give disadvantages to characters who have been around a while? Not doing something stupid that's going to get you killed and surviving for that long should be rewarded by not having their character drop dead, not disadvantaged because someone's upset that they may actually have to put in some effort to get stat's like theirs.

If we start capping levels, whether directly or indirectly, it's just going to turn into a game where everyone who plays for a worthwhile amount of time is the same and luck will be the only factor in pvp.

I love the fact that you can level up to infinity. If there's a cap, one person will hit it, then a million people will hit it the next day, then "nub" will be flung around like the plague, people will start buying and selling accounts to get advantages to fuel their insecurities, and everyone will stand around the initial spawn area trying to date each other, praying for the next lousy update that they can't even access because they didn't pay for membership.
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Re: method for implementing old age/death

Postby aso11 » Fri Dec 31, 2010 7:18 pm

Repercussionist wrote:I love the fact that you can level up to infinity. If there's a cap, one person will hit it, then a million people will hit it the next day, then "nub" will be flung around like the plague, people will start buying and selling accounts to get advantages to fuel their insecurities, and everyone will stand around the initial spawn area trying to date each other, praying for the next lousy update that they can't even access because they didn't pay for membership.

I see what you did thar. It's still not a bad game with the new updates tho.
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