trapping and gaurd npcs

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trapping and gaurd npcs

Postby jdesarno » Sun Oct 23, 2011 5:14 pm

what if we had trapping like bear traps pit traps deadfalltraps and box traps it be alot easyier to find food if you cant go huntin just set it in a area and log off log back on next day go back to the traps location and you find a dead or alive chicken in one of your traps why not? but bigger game means bigger traps like you can build any ordanary pitfall trap on a chicken but a bear you got too step it up a notch like a biggger trap deeper hole sharper spikes and diffrent kinds like metal brick wood who knows thats trapping
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gaurd npcs ok scenario you have a village looks good but you see a band of noobs with the anti claim skill And they have a ram what are you going to do? A. collect your things and run for it B. fight them C.diplomacy D. Gaurds if we had gaurd npcs we can place them outside the walls and they auto attack anything not related to the village or tresspassing boundarys but the gaurds are expensive like for example you got to feed them give them equips ect now another scenario your getting seiged but you notice the attackers are all dead due to gaurds but they are deeply wounded what are you going to do? i did think this through and i thought fist aid like bandages n sht or food can heal them not a bad idea i thought if you guys like it pm me ill think of more
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Re: trapping and gaurd npcs

Postby ImAwesome » Sun Oct 23, 2011 5:41 pm

I like the idea of traps, but not quite the way you're thinking...not traps that actually kill, but can do damage if a person/animal steps on that spot. of course something like that would have to be visible so they can be avoided if you have enough percXexpl would be great for defending your land 1 cupboard sitting out with punjee pits on each side.
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you can already hire guards, go find some strong person and offer them whatever you like to guard your village if they like the offer you have a guard, if not you might get killed. I think the idea of not having npcs in the game was something the admins wanted and thats why there aren't any(except name, body, and HS npcs who aren't actually in the game world but a staging area before the game)
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Re: trapping and gaurd npcs

Postby jdesarno » Sun Oct 23, 2011 5:51 pm

right but traps in my idea would only be visble to you and your kindlings and the dreaded punge sticks ughhh
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Re: trapping and gaurd npcs

Postby jdesarno » Sun Oct 23, 2011 5:53 pm

hmm what about rolling logs and spike shooters o.o
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Re: trapping and gaurd npcs

Postby Bladex1200 » Mon Oct 24, 2011 3:28 am

Building on the OP's idea, I think there should be two kinds of traps:

1. Animal traps: These include deadfalls and small pits. Basically, they hunt when the player is away. Traps can only catch a maximum of one animal (2 if you max out Nature) and traps have only one-time uses (limiting their effectiveness, since you waste more resources making traps than you do when manually hunting). Also, other players can see your traps and steal from them with the appropriate skills. If said player lacks the required skill, they instead take damage. Traps can only catch small game, such as rabbits, limiting their usefulness. Mainly, traps would be used to augment a hunter's food and resource cache, allowing him to catch small game while he is pursuing larger, more valuable prey.

2. Man traps: These include larger spike pits, quicksand traps, and falling floors. These traps are designed to discourage raiding and griefing, and help defend a player's claim. Man traps differ from animal traps in that they can be reused and they do not cause instant death. Instead, man traps cause a certain amount of damage based on quality and the player's Life/Death meter (maxing out Death means traps cause more damage). Whenever a player springs a trap, they leave a scent that allows them to be tracked (a custom "Trapped" scent, which only lasts 10 minutes - half the time of the trespassing scent - to prevent hapless explorers from being killed by griefers and raiders who intentionally set traps in order to find victims). In addition, a trap is "sprung" when it hits a player, so the trap will no longer harm anyone else until it is reset by the owner.
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Re: trapping and gaurd npcs

Postby ImAwesome » Mon Oct 24, 2011 3:37 am

Bladex1200 wrote:2. Man traps: These include larger spike pits, quicksand traps, and falling floors. These traps are designed to discourage raiding and griefing, and help defend a player's claim.

I can just see someone's claim being completely surrounded by traps just because some griefer wants to have fun. though I like the idea of traps I just want to point out it in no way will prevent/cut back on griefing, but just give griefers a new way to cause grief.
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Re: trapping and gaurd npcs

Postby ApocalypsePlease » Mon Oct 24, 2011 4:15 am

Traps: This idea is mostly unnecessary in my opinion. Hunting is easy enough as is, and you don't need much more than a few chickens/rabbits to tie you over until you're established enough to hunt everything else.

NPC Guards: I am against this idea since of 2 variables; their effectiveness and their cost. They can either be:
1. Overpowered, and easily purchasable -> caters to the defender too much as it makes proper defenses like brickwalls and good fighters unneeded, rendering this option imbalanced in favour of defenders (the current siege system is already in favour of defenders, this just adds onto it)
2. Overpowered, and moderately priced -> probably not purchasable by those who need the protection, just offers defence to those who probably already have a brickwall/sufficient defenses, rendering this option useless/redundant and in favour of everyone except noobs
3. Overpowered, and expensive -> not filling the role it's meant for since noobs can't afford to purchase them, and would just offer even more protection to high end players, rendering this option imbalanced in favour of high-end players
4. Balanced, and easily purchasable -> wouldn't offer the protection necessary to deter those who have already advanced and tiered up properly, rendering this option useless/redundant
5. Balanced, and moderately priced -> wouldn't offer the protection necessary to deter those who have already advanced and tiered up properly (ontop of being too expensive for the target audience), rendering this option useless/redundant
6. Balanced, and expensive -> wouldn't offer the protection necessary to deter those who have already advanced and tiered up properly (ontop of being too expensive for the target audience), rendering this option useless/redundant
7. Underpowered, and easily purchasable -> would be easily defeated by the attackers, rendering this option useless/redundant
8. Underpowered, and moderately priced -> would be easily defeated by the attackers, rendering this option useless/redundant
9. Underpowered, and expensive -> would be easily defeated by the attackers, rendering this option useless/redundant

None of these options taking one of three positions on the 2 variables I listed works in giving what you're trying to achieve, while maintaining game balance. This idea does not work. I might suggest you raise your own fighters, and make efforts in making a brickwall, as those two will solve the issue at hand.

Tips for the OP: Flesh out your ideas, you need to go in detail how the suggested idea works, and show us that the purpose it fills needs to be filled. I would advise you get past your first week or two playing so you at least have a basic feel for the game and not just post something in favour of lower-tier players.


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Re: trapping and gaurd npcs

Postby hvuuh231 » Mon Oct 24, 2011 6:00 am

Apoc seems really really really bored... i'm bored too, bout to sleep, sad that i couldn't even log in once today, its like a day wasted :l

I kinda like the trap idea, but it has to make low damage, and and ok-ish cost, just for some defence, or the traps can differ the damage by Q, but then again, using it for hunting doesn't make sense, since the hunting right now is already fairly easy, unless your a lazy person, or your a noob.
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Re: trapping and gaurd npcs

Postby TheTylerLee » Mon Oct 24, 2011 6:01 am

[quote="hvuuh231"]Apoc seems really really really bored... i'm bored too, bout to sleep, sad that i couldn't even log in once today, its like a day wasted :l
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Re: trapping and gaurd npcs

Postby WatsonX » Mon Oct 24, 2011 11:51 am

I don't think traps are neccessarily a bad thing. They could be really good for noobs. That being said, I don't think traps should be easy to construct. How long would it take to dig a pit that a bear could fall into in real life?

Npc guards wouldn't be good, for the reason apoc suggested, but also because devs would have to program the npcs to fight and act properly. Not to mention, they would put stress on an already laggy server.
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