Survival: Making the game funner

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

Survival: Making the game funner

Postby JTG » Fri Jul 17, 2009 8:15 pm

As it is, dying ingame can only happen two ways.

You get murdered by another player, or you take a leech bath and let them kill you.

Starvation is so slow that only a retard could ever die from it, since it will take a newbie 5 hours from starting hhp to die from it.

What we need is to make the game far more hostile, to give that wilderness and roguelike experience so many people crave.

In the new map reset, add in dehydration along with making starvation far more lethal.

Bears, and boars should kill you if you fail to kill them or escape.
I don't think foxes should be allowed to do that just yet because there are a million of them.

If rivers are ever added to terrain features, make part of the river have so much current that you can lose footing and it can drag you down the river smashing you into rocks or throwing you onto the side of it far from your intended location.

Make swamps have crocodiles in them, that you can see if they are chilling on the side, or you can't see if they are underwater waiting for the unwary adventurer.

Throw in your own ideas to make the game more of a hostile wilderness survival experience, or why it shouldn't. I know goons and b12 dwarves will probobly endorse making the game into more of a hostile experience where its more hostile in a wilderness survival, and oops I did a bad thing; than a player run griefing, murdering, and stealing clownshoes experience.
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Re: Survival: Making the game funner

Postby Machenoid » Fri Jul 17, 2009 9:26 pm

JTG wrote:your own ideas to make the game more of a hostile wilderness survival experience

Strength and constitution no longer increase your max hitpoints; your hitpoints are perminately set to a maximum of [insert appropriate number here]. This way a player doesn't die in a naked fight with a bear one day, and then on another day use their 300-something of hitpoints to survive the naked fight, literally surviving only because the character could soak the damage into his body.

Thus, a bear (and by extension, everything else) maintains it's ability to kill your ass by dealing enough damage to you before you deal enough damage to it, instead of dealing less and less relative damage to you as your health increases and your body apparently turns into a chunk of impenetrable metal. :roll:
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Re: Survival: Making the game funner

Postby sami1337 » Fri Jul 17, 2009 9:28 pm

Hmm yeah would be good. Would take away lots of boredom and would make traveling like you could do in wurm attractive. granted it's combined with the new map ofcourse.
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Re: Survival: Making the game funner

Postby sabinati » Fri Jul 17, 2009 9:40 pm

Machenoid wrote:
JTG wrote:your own ideas to make the game more of a hostile wilderness survival experience

Strength and constitution no longer increase your max hitpoints; your hitpoints are perminately set to a maximum of [insert appropriate number here]. This way a player doesn't die in a naked fight with a bear one day, and then on another day use their 300-something of hitpoints to survive the naked fight, literally surviving only because the character could soak the damage into his body.

Thus, a bear (and by extension, everything else) maintains it's ability to kill your ass by dealing enough damage to you before you deal enough damage to it, instead of dealing less and less relative damage to you as your health increases and your body apparently turns into a chunk of impenetrable metal. :roll:


yeah this always kind of annoyed me about rpgs. maybe you could get a slight increase to hitpoints over time but it should be small. obviously there is some difference between someone who is in extremely good physical condition and an average person. if you took a heavyweight boxer and an accountant side by side and hit them with something, the heavyweight fighter is going to be able to take a few more hits before he drops. but not like 40x more.
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Re: Survival: Making the game funner

Postby Machenoid » Fri Jul 17, 2009 9:43 pm

sabinati wrote:maybe you could get a slight increase to hitpoints over time but it should be small. obviously there is some difference between someone who is in extremely good physical condition and an average person. if you took a heavyweight boxer and an accountant side by side and hit them with something, the heavyweight fighter is going to be able to take a few more hits before he drops. but not like 40x more.

:idea: Very few increases, but the increases are only made to your soft hitpoints. This way you're harder to knock out, but little more then that since you're still going to be taking the same amount of hard hitpoint damage (the limit of which remains fixed for everyone)

[edit] Yes, it may seem silly that your soft hitpoints would exceed your hard hitpoints, but at least everyone is still killable to the same degree. For example a group is walking by a swamp and gets attacked by a crocodile. The badass dude with 100 constitution gets hit; he's going to be just as wounded as anyone else, but unlike someone with less constitution, he is still concious and can still fight.
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Re: Survival: Making the game funner

Postby JTG » Fri Jul 17, 2009 9:49 pm

You have to realize, as dumb as this sounds heros did exist in real life and fuck things up. Whether it be their peak physical condition, a lucky combination of genes, or the sheer will to kill and destroy and rule.

You have people like blackbeard. His crew died easily and such, but he took 7 sword hits before he went down simply because he was a vicious gigantic man.

You also have people like atilla the hun, I'm sure he took many hits but didn't go down that easily he lived long enough to die a natural death.

Its hard to determine what made historical barbarian leaders, and successful heros so durable but the fact is there that these people didn't die very easily.

Look at the 3 kingdom wars (The war that dynasty warriors is based off of). You had tens to hundreds of thousands of peasant soldiers in any given battle, they were all mostly conscripted or drafted. Any veteran thiefs, murderers, pirates, mercenaries, hard-willed men, or professional soldiers gained a name and slaughtered hundreds, I'm sure there are peasant soldiers who also became veterans; all of these people gained a name in a book by the name of Romance of the three kingdoms.
They didn't hold back in battle they went in with the rest, many of them died from dumb things like getting stabbed, or shot to death by a arrow. But the fact still remains some of these people who went into these massive battles survived the entire ordeal.

But right now theres no need for super players. Maybe after a cap you can only gain hp from murdering, or battle.
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Re: Survival: Making the game funner

Postby Jackard » Fri Jul 17, 2009 11:55 pm

Put a cap on skills learned. Force players to depend on one another.
Put a cap on skill values. (Possibly add a value that toughens your temphp up?)
Give players the same hp. Fighting bears, wolves, monsters, and other players should never be trivial.
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Re: Survival: Making the game funner

Postby sami1337 » Sat Jul 18, 2009 12:57 am

JTG wrote:You have to realize, as dumb as this sounds heros did exist in real life and fuck things up. Whether it be their peak physical condition, a lucky combination of genes, or the sheer will to kill and destroy and rule.

You have people like blackbeard. His crew died easily and such, but he took 7 sword hits before he went down simply because he was a vicious gigantic man.

You also have people like atilla the hun, I'm sure he took many hits but didn't go down that easily he lived long enough to die a natural death.

Its hard to determine what made historical barbarian leaders, and successful heros so durable but the fact is there that these people didn't die very easily.

Look at the 3 kingdom wars (The war that dynasty warriors is based off of). You had tens to hundreds of thousands of peasant soldiers in any given battle, they were all mostly conscripted or drafted. Any veteran thiefs, murderers, pirates, mercenaries, hard-willed men, or professional soldiers gained a name and slaughtered hundreds, I'm sure there are peasant soldiers who also became veterans; all of these people gained a name in a book by the name of Romance of the three kingdoms.
They didn't hold back in battle they went in with the rest, many of them died from dumb things like getting stabbed, or shot to death by a arrow. But the fact still remains some of these people who went into these massive battles survived the entire ordeal.

But right now theres no need for super players. Maybe after a cap you can only gain hp from murdering, or battle.


In a nutshell, true heroes almost never survive to tell the tale. they fight till they drop.
You named a couple yourself, i'd pick a different war hero and go for Michael wittman. The famous tiger ace credited with destroying or immobilising around 550 tanks, artillery pieces and other vehicles during ww2. He never stopped and died driving an inferior but still capable piece of equipment.
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Re: Survival: Making the game funner

Postby niltrias » Sat Jul 18, 2009 3:22 am

Rasputin would be another. He just. would. not. die!

I agree about the HP, we are all playing people here, not demigods. Also, the stat curve needs to be way, way slower. Skill curve I dont have a problem with, and I dont have a problem with it. It is completely possible be to way, way better than another person at something...chess legends that take on 60 opponents at once, for example.
On the other hand, I think there should be a combat group advantage...but the devs also talked about adding this already, so I guess its coming.

In general, though, I agree with JTG. The game should be harsher and less forgiving.
I like the crocodile idea. I`d also like to see some sort of effects of heat/cold problem, making resting in houses/shelter and proper clothing more important. In the wilderness, most people die of simple exposure or hunger.

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Re: Survival: Making the game funner

Postby JTG » Sat Jul 18, 2009 5:21 am

Well sami, I went along the lines of medieval weapons and swords, since thats what we got but he works too.

The main reason we need more risk associated is because there literally is none. The game doesn't entertain the person who goes out looking for adventure. With more risk you end up having a mmorpg where the basic act of exploring area and reaching far towns an adventure. Imagine trying to find yourself a nice area to try to survive and live in, Imagine avoiding angry bears who can kill you the moment you provoke them. Along with keeping yourself alive, in hostile climates and such.

Because of that you'll be geared differently, and thus look radically different than a person who lives in another part of the map.

This creates a sense of adventure, individualism, and exploration. All of these combine for overall fun and bewilderment.

The people who can't handle the risks associated either leaving when they realize they can't make bullshit farms in the middle of a lava pit, without having it pour onto them killing them, or people who make bullshit farms and live alone far in the middle of the forest or infront of a angry bears cave getting mauled to death.

They can make farms in a safer place near the ring of brogdor because civilization will be a system ingame at all times, just not as far reaching. They get the risk of thieves, but at least they don't breakdown and cry over dying.

Putting in risk is only a benefit to everyone. The people complaining just don't want to have risk associated when they try following in the footsteps of someone who actually attempts to do something interesting ingame, taking all the risks involved.

People come to this game to partake in the fact its probobly the mmorpg roguelikeish game in existance, removing that makes it generic. Goons and probobly many others joined because of the permadeath, and free mechanics aspect. You have like what 50 players versus 3-5.
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