Removing incentives to spawn throwaway noobs

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

Re: Removing incentives to spawn throwaway noobs

Postby DeadlyPencil » Sat Mar 19, 2011 10:47 pm

fine, post your suggestion then. not spawning near HQ resources is just as bad, thats a way of covering up a problem so it doesn't seem so obvious, but its still there.

OOOh how about this:

Make claim stakes a craftable object that take up 4 vertical rows in your inventory, to claim you right click and plant into the ground like a tree pot. The reason why i think this would be good, is you could make the claim stake require items that need to be found & picked up by that player (just make them harder ones). so they would have to level the noob up in order to see those items and go around collecting them. that might be the best way to stop noob claims.
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Re: Removing incentives to spawn throwaway noobs

Postby Jackard » Sat Mar 19, 2011 11:20 pm

what happened to you, man. did i mix you up with someone more reasonable
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Re: Removing incentives to spawn throwaway noobs

Postby DeadlyPencil » Sat Mar 19, 2011 11:24 pm

You have mixed me up in the past. You were the guy who said me, stickman and another account were the same person because of the same IP in a topic. You were claiming i was using an alt account to post.

A craftable claim stake is awsome, you know it. you just have to lock it to the player who made it. or make it like a scent where you cant use it unless you have the ability.
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Re: Removing incentives to spawn throwaway noobs

Postby ninja_yodeler » Sun Mar 20, 2011 12:29 am

Jackard wrote: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


makeing yeomanry more expensive would ve really cool if we had the main idea of this thread as well "hiding things under boughs"

p.s sorry i couldnt give a link but its a new computer and it wasnt were it should be: just search that topic
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Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
<3
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Re: Removing incentives to spawn throwaway noobs

Postby ImpalerWrG » Sun Mar 20, 2011 5:39 am

Jackard wrote: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


I could see this working but that wild area aka "Mordor" needs to truly live up to the name, everything should be trying to KILL YOU like something out of the movie Avatar. A newb should have a life expectancy measured in minutes and harvesting resources or building anything provokes immediate retaliation. Conversly everything you can lay your hands on is high quality from the trees to the water to the soil.

Travel is not really that hard and distance alone will just add a time and you would see endless cannon fodder alts sent out on suicide harvesting missions, the lethality has to be such that the alt would be dead well before reaching Deep Mordor so its not even practical to do a suicide mission.
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