Game Development: Rule of Law

Announcements about major changes in Haven & Hearth.

Re: Game Development: Rule of Law

Postby Rift » Sun Jun 21, 2009 1:06 pm

At the moment, the village can not extend its membership beyond the founding five, but this will change with the next update.
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Re: Game Development: Rule of Law

Postby Dondy » Sun Jun 21, 2009 2:30 pm

I'm curious how this will work in future villages that cover a lot of odd shaped territory.

Because wheat fields and other agricultural endeavours seriously cram my computer's itty bitty mind they tend to exhibit terrible lag. This means the farms in my area are spreading out and out to cover a massive number of tiles, preferably with wide borders between them so you can hunt a rabbit without losing it in the wheat and harvest something without too much data on screen. It's not remotely practical to cram all my crops under my claim. I'd have to extend it for miles and miles and I'm not that anxious to protect my flax.

Will our nice new villages be designed to allow for this kind of situation, or will they just be a super claim with specially designated but highly limited territory? Are they going to be a rectangle?
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Re: Game Development: Rule of Law

Postby shockedfrog » Sun Jun 21, 2009 2:45 pm

I'm not too keen on this whole 5-people-needed thing. For the sake of making a village it makes sense, but limiting the availability of gear in this way sucks. Can I at least assume that I'll be able to wear this gear if I steal it from someone, as with everything else?

Also, for building this thing, do all the yeomen need to be on at the same time? I need to know if I need to make more accounts. :)

As for the village system itself, though, it's good to see a start, some of the ideas sound interesting and I look forward to the alternative community options in the future.
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Re: Game Development: Rule of Law

Postby niltrias » Sun Jun 21, 2009 3:07 pm

shockedfrog wrote:I'm not too keen on this whole 5-people-needed thing. For the sake of making a village it makes sense, but limiting the availability of gear in this way sucks. Can I at least assume that I'll be able to wear this gear if I steal it from someone, as with everything else?

Also, for building this thing, do all the yeomen need to be on at the same time? I need to know if I need to make more accounts. :)

As for the village system itself, though, it's good to see a start, some of the ideas sound interesting and I look forward to the alternative community options in the future.


If these items boost charisma, which is supposed to eventually help party-based combat moves, then the stat bonuses would be reflective of the collective belief of the community in the leader, and hence signify the leaders greater ability to help members of his/her community work together. For that reason, although I totally support the items being theftable, I am equally against the bonus applying to anyone who does not hold any of the community posts.
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Re: Game Development: Rule of Law

Postby shockedfrog » Sun Jun 21, 2009 3:38 pm

I kinda agree with that, and for now I'm more fussed about just being able to wear anything for the looks. :) However, if that gear is of no real use to others, then the lawspeaker and chieftain are purely positive positions, which messes with balance. Someone who wants the bonuses of those positions should have to accept certain responsibilities, too. Perhaps they should be given gear which, if stolen, has a serious negative impact on the village - some village options would be restricted unless a certain item is worn, and if the item is lost, then they would need to make a new one, at the cost of some village resources. Alternatively, the theft of these items would give the thief the ability to control certain options in the victim's village themselves.
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Re: Game Development: Rule of Law

Postby loftar » Sun Jun 21, 2009 3:55 pm

shockedfrog wrote:I'm not too keen on this whole 5-people-needed thing. For the sake of making a village it makes sense, but limiting the availability of gear in this way sucks. Can I at least assume that I'll be able to wear this gear if I steal it from someone, as with everything else?

The gear will, indeed, only be wearable by those in the appointed position. I can see that you do have a point in it being a bit boring to restrict gear to people living in villages, but I do think that the right solution to that would be to focus, instead, on making gear and powers for people living alone, instead. It is good that you brought it up, because I hadn't thought of it explicitly (I don't know if Jorb has thought about it).

I do think that it is reasonable to limit certain gear and/or powers to some people with certain characteristics -- in fact, we are planning to make character development focus more on specialization than it does now -- but that people living other lifestyles should have their own gear and/or powers to balance it for them.
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Re: Game Development: Rule of Law

Postby sonerohi » Sun Jun 21, 2009 4:24 pm

Maybe have leather armors that break turn into leather rags so we can make: Mad Hermit robes. 6 leather scraps will net you the trashiest, grungiest robes known to man.
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Re: Game Development: Rule of Law

Postby Rift » Sun Jun 21, 2009 4:29 pm

Just so you know, the laketowners[us] have successuflly build the village idol and done the ceremony to make us into a village..
all i can say is.. FLAMING SKULL EYES!
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Re: Game Development: Rule of Law

Postby Laremere » Sun Jun 21, 2009 4:40 pm

Can we get a screen shot?

Also, does this work like a land claim at all, or is it just pretty?
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Re: Game Development: Rule of Law

Postby jorb » Sun Jun 21, 2009 4:40 pm

Image
Image
Image

Congratulations, citizens of Laketown. :)
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