LP Concerns

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

Re: LP Concerns

Postby MagicManICT » Mon Dec 19, 2011 11:00 am

While I don't expect we'll be seeing 1000v1000 battles ala Eve Online, it'd be nice to see some real offense/defense actions other than two villages just raiding each other back and forth.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: LP Concerns

Postby TeckXKnight » Mon Dec 19, 2011 11:09 am

Hell, even seeing that would be an improvement on the current system but I agree.
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Re: Lp debate

Postby Potjeh » Mon Dec 19, 2011 4:56 pm

jorb wrote:Well, in terms of development priorities I think I've stated elsewhere that the problem presently is that loftar, right before we got to work on Salem, had redesigned the object system to a much more flexible model, which Salem now uses. The problem unfortunately being that this requires a reimplementation of all the stuff we've put into Haven. Since we have to do that anyway, we would like to take the opportunity to basically rebuild the game and try to flush out a lot of the cruft that we have accrued.

Does all of it have to come in one update, though? If you can split it into smaller chunks (I don't see why siege can't be reworked after transition to new objects) it'll let you find out sooner if you got specific parts right, and it'd provide us with updates sooner ;)

Change the hunger model to eliminate meaningless plowing for more hunger and (thus) make feasting more important.

Just remove hunger as a limit altogether, as people will find a way around it. Instead make feasting *required* for raising stats.
Rework/remove/change the personal beliefs, especially change/tradition.

Remove, please. There isn't a single good slider in the lot.
Rework/remove/change the fast travel system to remove the janky gameplay that crossroads & hearthing presently imply, foraging bots by means of infinite wilderness spawns, for example.

Road travel plox :D
And IMO best would be if wilderness spawn was replaced with some kind of a local area spawn in case your log-out location gets blocked. Allow login only where logged out, ie no fast travel to hearth in any way. Hearth can just act as a philtecary and a beacon in case you get lost in the wilderness. Make the logout process take a couple of seconds to prevent autohearth bot being replaced with autologout.

Better system for gate access. Remove keys in their present implementation.

Fuck yeah!
There is also not a single industry that I wouldn't want to do at least something about, but farming might deserve a special mention. Generally speaking I'd like it if there was a bigger element of choice and player skill involved in the actual crafting.

I think you're really onto something with Salem's multi-dimensional quality. I wrote a lengthy thread on it in the Salem forum, I hope you've had time to read it.
Rework the quality fields and the finding of them to disincentivize the present retarded pclaims that I see everywhere, and the spawning of alts to look for resources.

I think the whole concept of quality *spots* is flawed as it's really more about dumb luck than anything. IMO base resources should be developed and maintained, and it should be possible to take over land so you can take good fields or clay pits as spoils of war. Different regions should be suited for development of different resources, to make the world diverse. These regions should be large areas, stretching over multiple supergrids, so they can't really get hogged by a couple of players.

Regarding the siege system the holy grail right now is to introduce defense in depth and reduce the reliance on and importance of shell defense.

Yup, that's the ticket.

In that mix we have also begun formulating an idea for a new take on character development. It does not involve going back to meaningless LP grind, nor does it involve removing the curiosities or in any way changing the fundamentals of how those work (we're generally speaking very happy about them), but rather it is -- or may very well become, at least -- a synthesis of a lot of the half-baked ideas we've been playing around with but never done anything with. The aim of that system is to make the world a magical place that cannot be easily reduced to its component mechanics. This, or so is the thought, without removing the ability of players to act teleologically in it. A concept that we've been talking a lot about in that context is the doors of perception.

IMO base skills shouldn't be bought with LP, that should be just for raisables. Instead they should involve something like that quest system you talked about ages ago.

... a pet peeve of mine is that I would also like to introduce seasons while we're at it, but loftar keeps arguing against it. :)

Aww, man, seasons would be so sweet :(

But again, I don't really see the need to cram them into the big objects update.
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Re: Lp debate

Postby sabinati » Mon Dec 19, 2011 5:28 pm

Potjeh wrote:
Change the hunger model to eliminate meaningless plowing for more hunger and (thus) make feasting more important.

Just remove hunger as a limit altogether, as people will find a way around it. Instead make feasting *required* for raising stats.


the only problem i see with this is that it would suck in the early game. perhaps instead it could be tweaked somehow that it is not exactly required but that the difference between feasting and not feasting would be significant enough that by midgame it would be grossly ineffective to raise stats without feasting.
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Re: Lp debate

Postby spectacle » Mon Dec 19, 2011 6:25 pm

sabinati wrote:the only problem i see with this is that it would suck in the early game. perhaps instead it could be tweaked somehow that it is not exactly required but that the difference between feasting and not feasting would be significant enough that by midgame it would be grossly ineffective to raise stats without feasting.

Not feasting=all food counts as q10. Will only marginally affect fresh characters who can't make anything better anyway, but established characters will be losing most of their FEPs if they don't feast.
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Re: LP Concerns

Postby Potjeh » Mon Dec 19, 2011 6:26 pm

Great idea.
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Re: Lp debate

Postby Oddity » Mon Dec 19, 2011 7:40 pm

Potjeh wrote:philtecary

What does that word mean? The Googles do nothing.
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Re: LP Concerns

Postby Potjeh » Mon Dec 19, 2011 7:42 pm

It means I can't spell. I meant phylactery.
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Re: LP Concerns

Postby painhertz » Mon Dec 19, 2011 9:03 pm

Potjeh wrote:It means I can't spell. I meant phylactery.


He fancies himself a Lich.....
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Re: LP Concerns

Postby Sardte » Tue Dec 20, 2011 1:54 am

The majority of the ideas in this thread would be amazing if they were implemented :D
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