Constitution and Stealth and Poison

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

Constitution and Stealth and Poison

Postby Xgflame » Sun Jan 02, 2011 10:46 pm

Why not make constitution decrease the stamina drain of running, sprinting, daily activities, but only slightly for each point? It makes sense since it already affects health and stamina drain of swimming.

Also how about introducing the ability to sneak in this game? Like a skill called sneaking that relies on stealth and intelligence to determine it's effectiveness. While sneaking you are harder to detect by animals/players depending on your distance/cover/lighting/movement/skill/enemy perception and while undetected you receive bonus damage to your first surprise attack on your target as long as you are undetected but in turn blowing your cover. Melee weapons and unarmed attacks receive the better bonus because of difficulty and ranged attack less bonus because of easiness. It makes ranger clothing more helpful to the players it's targeted towards.

And how about the ability to make poison that you can combine with arrows and melee weapons to deal more damage, but also making antidotes to this poison with the first aid skill since all it's good for is gauze.
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Re: Constitution and Stealth and Poison

Postby Skorm » Mon Jan 03, 2011 2:50 am

been suggested already, all of em, a lot of times,
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Re: Constitution and Stealth and Poison

Postby Xgflame » Mon Jan 03, 2011 2:59 am

Skorm wrote:been suggested already, all of em, a lot of times,


They're still great ideas, why haven't they been accepted?
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Re: Constitution and Stealth and Poison

Postby Skorm » Mon Jan 03, 2011 3:05 am

Xgflame wrote:
Skorm wrote:been suggested already, all of em, a lot of times,


They're still great ideas, why haven't they been accepted?


Cons thing makes the god chars more possible, then you see the new guy running from the bad old guys, he gets tired in 10 secs and the bad guys, thanks to cons, can sprint for hours, Stealth, how does it even help ? you are invisible, then what you sneak and punch someone in the face ? or you wanna make MM, wich already is deadly enought even better, so noone wants to be melee anymore, poison? it would have to be very complex, if it is to simple to make a cure, useless, if it is to hard to make and or cure, then it has to be slow as fuck, enought for you to get the time to cure, making it fast would be just to OP, and then, newbs die again, cause the big villages will have 10000000000000 stacked cures so noone dies, while the new ones just die.....
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Re: Constitution and Stealth and Poison

Postby Lusewing » Mon Jan 03, 2011 3:09 am

*headdesk*

I know a great idea lets have dogs! No, Queued actions, More types of food, weather, oceans, guns, huge buildings, watch towers.....and so on

A good idea doesn't not mean that it is easy to code into the game or that it would not cause major balancing issues. Many of these great ideas need to be tested by the Devs for months before they are ready to be implemented and the really ground braking ones are best left till a new world is rolled.

You have said your idea, well done, it is here for everyone and the Dev's to read. Now go play.
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Re: Constitution and Stealth and Poison

Postby Xgflame » Mon Jan 03, 2011 4:16 am

Skorm wrote:
Xgflame wrote:
Skorm wrote:been suggested already, all of em, a lot of times,


They're still great ideas, why haven't they been accepted?


Cons thing makes the god chars more possible, then you see the new guy running from the bad old guys, he gets tired in 10 secs and the bad guys, thanks to cons, can sprint for hours, Stealth, how does it even help ? you are invisible, then what you sneak and punch someone in the face ? or you wanna make MM, wich already is deadly enought even better, so noone wants to be melee anymore, poison? it would have to be very complex, if it is to simple to make a cure, useless, if it is to hard to make and or cure, then it has to be slow as fuck, enought for you to get the time to cure, making it fast would be just to OP, and then, newbs die again, cause the big villages will have 10000000000000 stacked cures so noone dies, while the new ones just die.....


Okay fine maybe poison is a bad idea but you're pretty arrogant when it comes to the others. As if god characters were any less possible why would running for a little longer be game breaking? I was thinking more along the lines of 10 constitution being the normal stamina and each point very slightly affecting it and stop helping after a certain point. Anyway sneaking is still a good idea, yes you sneak attack someone but it has to be from behind or you'll blow your cover.

Melee and unarmed receive higher damage boosts while ranged receives a lesser boost so that melee is still good and even better than ranged in stealth if you have the skills and proper circumstances. Use MM when sneaking would be difficult and when your target is stationary and melee/unarmed when it's on the move. It would make hunting more newbie friendly and allow you to avoid hostile bears/boars outright, add an interesting twist in terms of PVP and make stealth a more useful skill considering it's pretty useless right now.

And where the hell do you play in the world? I've never seen anyone aggressive like that and i've been to a few villages and plenty of loners? The fact that a god characters is after you means you're done anyway considering he would have a waterflask by then while the new guy is still screwed.
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Re: Constitution and Stealth and Poison

Postby rye130 » Mon Jan 03, 2011 4:19 am

Players get killed all the time for no reason.
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Re: Constitution and Stealth and Poison

Postby Xgflame » Mon Jan 03, 2011 4:24 am

rye130 wrote:Players get killed all the time for no reason.


Precisely why sneaking would help. Going through an area that may have griefers? Sneak. Spot a possible griefer in the distance? Sneak. I know people aren't physic but at least you'll have something to rely on when you know running won't cut it.
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Re: Constitution and Stealth and Poison

Postby Onionfighter » Mon Jan 03, 2011 7:29 am

Xgflame wrote:
rye130 wrote:Players get killed all the time for no reason.


Precisely why sneaking would help. Going through an area that may have griefers? Sneak. Spot a possible griefer in the distance? Sneak. I know people aren't physic but at least you'll have something to rely on when you know running won't cut it.

There really aren't that many griefers nowadays. Just ordinary players who will rob and kill you.

Also, making running dependent on stamina would remove the possibility for new players to run away from older players. Making stamina drain based on armor might actually be interesting, though.
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Re: Constitution and Stealth and Poison

Postby DatOneGuy » Mon Jan 03, 2011 9:36 am

Sneaking would be nice if it we had (is it possible to add as is) a line of sight, whereas if someone hides behind a tree and enable 'sneak' or some shit, you can't see them (or they roll a number based on stealth [and int?] to see them).

I'd imagine it more fun like sneak is a very newb skill, works better with no/little armor, stronger/heavier armor (steel more than bronze more than cutless) hampers your ability (greatly) to 'sneak'/'hide'. I could see it like a guy in full plate armor, dhelm, etc chasing down newbies for fun, they have nothing but linen cloth, he aggros, they sprint away, go right out of vision and choose 'hide'/'sneak', sends them into crawl and they crawl around, maybe if th person gets within X tiles he automatically sees them no matter what too, like based on a 'field of vision' kinda?

Anyways, however it works I think sneaking could be nice, but would need safety measures to not be abuse-able (like it matters, rangers already get a free hit!).

I was also thinking it'd be nice to have a sprint to get away from other characters(only usable when in combat but either: CA is off, you are 'deaggroing' them [bough of peace or whatever] ) would be fun for allowing the newbies another chance to sprint away fast.

As for poison they can definintely be done right, just have the cure be something very tempermental, and have many MANY poisons you can make, that way you can't tell right away, using the wrong one could kill you, you'd need someone with skill in 'X' skill to be able to properly diagnose what exactly is wrong with you. There is no panacea if you will, even with good (INT*Perception?), you wouldn't always be able to save them from the poison (Made [not administered] by someone with good (Stealth*INT?) ). I think it would be a fun system but cures would need some sort of time out, like they can't stay around forever, maybe last a few days, and more evil poisons may require ridiculous items that you don't just leave laying around like dragon scales or a tuft of hound hair.
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