Removing incentives to spawn throwaway noobs

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

Removing incentives to spawn throwaway noobs

Postby DeadlyPencil » Sat Mar 19, 2011 8:32 pm

First lets list all the instances where you would use alt noobs:
- General Storage of precious items
- Storage of theft scented objects
- Resources claiming
- Soil quality prospecting (wilderness spawning)
- Auroch hair
- Ram blocking
- cave blocking
- scouting
- theft/vandalism (destruction, resource testing/stealing)

Most of that list cannot be fixed due to game mechanics. However i would like to suggest a change, so resource claiming and prospecting needs to be done on a main. When the map is reset, everyone runs out and tries to find resources. The best way to do this for soil is to keep wilderness spawning noobs in random places and testing the soil around that area. For water and clay, you simply rush to boat building, build a ton of boats and then everyone heads off until you find good clay or water.

The only difference this map was curiosities, so instead of pumping perception like the last 2 maps to find rust root & www, people instead pumped intelligence.

I would like peoples opinions on the following 2 suggestions:

1. *removed* No one liked this one :( (It was require perception to see quality of objects again)

2. *changed* - make claim stakes a craftable item that require 4 vertical rows and are planted like a tree pot, this will require the player to find items themselves in order to be able to craft the claim stake. As long as you make the items require hard, that will make it really annoying to use noobs to claim areas, although people will still do that, but it wont be total noobs who have only logged in to change curiosities.
Last edited by DeadlyPencil on Sat Mar 19, 2011 11:20 pm, edited 3 times in total.
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Re: Removing incentives to spawn throwaway noobs

Postby cobaltjones » Sat Mar 19, 2011 8:35 pm

Lots of dumb ideas here, but a simple and somewhat effective solution would just be to make Yeomanry more expensive (20k?). I doubt this will be a very popular opinion, but I feel that it's much to easy for someone to quickly start a character and get a claim up in minutes.
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Re: Removing incentives to spawn throwaway noobs

Postby Jackard » Sat Mar 19, 2011 8:39 pm

re: #1 good god why don't you try searching the forums. bad mechanic that was taken out.

ps. you realize they removed bread and dreams from the starter chest, right

cobaltjones wrote:but a simple and somewhat effective solution would just be to make Yeomanry more expensive (20k?). I doubt this will be a very popular opinion, but I feel that it's much to easy for someone to quickly start a character and get a claim up in minutes.

i actually wouldnt mind this so much
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Re: Removing incentives to spawn throwaway noobs

Postby ImpalerWrG » Sat Mar 19, 2011 9:32 pm

I had some thoughts on some of the hearth fire based exploits for blocking.

How about if a new characters hearth fire lacked the normal 5 soak and Vandalism requirement to destroy for say 24 hours, that would really reduce the ability to block things with them. The same might apply to any players hearth-fire for some number of hours after it's been rebuilt. Another solution might be to make the soak value of the hearth dependent on some stat like character HHP / 100 so it's gets progressively harder to destroy as the player gets tougher and if you have to really use YOUR hearth for the block not some disposable alt.

Blocking entrances is simple enough to fix if the door/cave entrance glitch is fixed and some "shove" type action were to exist, probably an opposing Strength check would be involved.

Resource scouting needs far more fundamental change. I've said repeatedly that hand collected clay and water need to be low quality with some kind of construction or heavy resource investment needed to find the best stuff, exactly the strategy used for Metals which works so well. Water is simple enough to fix, river and lake water are base 10 maybe with an occasionally 30, only Well water or cave water are really high end. Wells should be a bit harder to construct, being like a Cellar they require digging out with a pick, or possibly by hand but at an even slower pace. Clay probably requiring something along the lines a "Clay Pit" construction which is then dug from to yield good clay.
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Re: Removing incentives to spawn throwaway noobs

Postby sabinati » Sat Mar 19, 2011 9:52 pm

they could just make it so spawns don't happen near hq resources :twisted:
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Re: Removing incentives to spawn throwaway noobs

Postby Jackard » Sat Mar 19, 2011 10:09 pm

i suggested that a while back; limit spawns to hospitable lands and leave some dangerous wilderness in the world

loftar seemed to like the idea
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Re: Removing incentives to spawn throwaway noobs

Postby DeadlyPencil » Sat Mar 19, 2011 10:33 pm

no jackard, i disagree. the previous mechanic was good, I read the whole annoucement over and i think its problems can be fixed. All that needs to be done is make it so you see full item quality while wearing glasses or a monocle. that will make it so mid game, there is no problems with trading, which was why everyone was mad at it previously. edited my OP.
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Re: Removing incentives to spawn throwaway noobs

Postby jorb » Sat Mar 19, 2011 10:37 pm

That more or less forces everyone to wear glasses, though.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Removing incentives to spawn throwaway noobs

Postby DeadlyPencil » Sat Mar 19, 2011 10:40 pm

hmm ya i guess.

well you guys need to do something to make it soo people aren't running around on alt accounts. it would probably help the server if people always stuck to 1 main. Thats alot less players logged in.

Is it so far fetched to think that someone couldn't create a script to create noob after noob, spawn them, dig where they stand, check item quality, log out. spawn a new noob. i doubt anyone has done that yet, but its happening manually at the start of worlds now.
Last edited by DeadlyPencil on Sat Mar 19, 2011 10:44 pm, edited 1 time in total.
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Re: Removing incentives to spawn throwaway noobs

Postby Jackard » Sat Mar 19, 2011 10:41 pm

DeadlyPencil wrote:no jackard, i disagree. the previous mechanic was good, I read the whole annoucement over and i think its problems can be fixed. All that needs to be done is make it so you see full item quality while wearing glasses or a monocle. that will make it so mid game, there is no problems with trading, which was why everyone was mad at it previously. edited my OP.

new update; everyone has poor eyesight. enjoy
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