Xroad alternative solutions

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

Re: Xroad alternative solutions

Postby Tonkyhonk » Fri Jan 06, 2012 5:57 am

Flame wrote:You can see game mechanism issues but i think you're a little too much dreamers if you think that a game mechanism can solve a lack of laws and trustworty peoples.

a convincing game mechanism is always a good motivation for players, if you dont realize.
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Re: Xroad alternative solutions

Postby Flame » Fri Jan 06, 2012 6:03 am

i've read that you all was talking about the problem of Few villages, Too much people close in theyr claim, no more people around or outside walls.


The only way you'll see normal player go around to risk to be killed without any reason is when those normal player can run easy to avoid the raider. And i doubt this game mechanism will never be updated in H&H. Kill people hardly because they can somehow escape easily, si something that H&H will never see, too much exploitable.

But then, if i cant go around because, if i'm unlucky to meet someone i'm dead with 90%, i cand complain if no one walk outside of theyr wall anymore.


There is some game mechanism that avoid raiders to be random raiders without any reason? A declaration of war before be allowed to fight each other? I doubt, is a sort of "law" and this game won't law.
So, no, you have to totally change the game to see people go around without the fear to die suddendly without chanche to escape.
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Re: Xroad alternative solutions

Postby Tonkyhonk » Fri Jan 06, 2012 6:10 am

Flame wrote:There is some game mechanism that avoid raiders to be random raiders without any reason? A declaration of war before be allowed to fight each other? I doubt, is a sort of "law" and this game won't law.
So, no, you have to totally change the game to see people go around without the fear to die suddendly without chanche to escape.

running should be the same for the both sides.
the change many of us want here are some "consequences" of using black skills.
and we are looking forward to devs implementing good changes they are supposed to be making on Salem into HnH sooner or later. (but not the xr material cost change like we got for now.)
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Re: Xroad alternative solutions

Postby Flame » Fri Jan 06, 2012 6:22 am

conseguence of using black skills cant be added directy in the gameplay. Sure, you can remove the vaults problem, and all those defences that make hard that you revenge your friend, but if you die alone in the world, no one will revenge you and you've lost youre time on a permadeath chara.

To me, the permadeath was never be a good idea. it was made to give a Conceguence of actions, the result is only that the weaker or the noobs die everyday, and the "evils" laugh. And when they die, they have a nice town that can let them grow in less than a week like before. So basically the noob or the hermit or the normal player, is dead and will need lots of time to regain all the skill he lost. The killer is fine after few time.

This is permadeath. Devs won't remove it so there will no way to be Safe out of the walls.

is like the Far west, but here there are no indians territories, where you know you cant go if you dont want to risk. There are no sceriffs or police that can prevent you to be killed by some bandits.

There are players, and no one have all the day to be the sceriff and solve the problem of 2000 players.


There are lots of things that can be upgraded in this game, simply i feel weird that you hope to solve the "I wont exit my wall for no reason" problem. A wild game where people can kill you and where you need a month or two to grind a nice character and build a town(if youre not an hard player), cant see people walking around picking up flowers while singing.
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Re: Xroad alternative solutions

Postby Tonkyhonk » Fri Jan 06, 2012 6:29 am

flame, i thought you had been playing this game long enough to understand what "permadeath" means well enough.
if you believe permadeath was never a good idea, then you are probably playing a wrong game for far too long.
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Re: Xroad alternative solutions

Postby Flame » Fri Jan 06, 2012 6:32 am

It's not the only solution to avoid immortal players.

A system where a skill decide if you can kill or not, isn't a system minded to be fair between players, so the unfair grow when you die definitly without chanche to fight back or run proprerly, because a bucket of water let you run longer than your victim and the winner is who carry more high q water.
A fight is something where your personal skill let you win or lose, not your character skills. When you lose 'cuz your character stats or skills are lower, there should not be any permadeath.

The whole game mechanism isn't realistic, so put a realistic conseguence is, imo, not a good idea.
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Re: Xroad alternative solutions

Postby Scilly_guy » Sun Jan 08, 2012 12:54 am

So the original topic is cross roads and teleportation. Teleportation is useful but over powered, people hide their HF in a vault and use other means of teleporting in their day to day life, alts are created to bring in resources from far a field, long distance trade is easy.

MagicManICT wrote:According to Jorb, that's the plan. They haven't decided how best to implement a method of getting around teleportation and getting in and out of a village. I believe this was a discussion from a year+ ago at that.

Get rid of all village teleporting but keep HF teleporting and give everyone a secondary lesser HF, it must be within... 100 tiles of your main HF and you can teleport to it by right clicking your main HF. Its a hack, a quick fix, but provides a way to get out of a walled area, but most importantly it means that your HF is valuable, you won't want to hide it in a vault, you'll want it in your village, easily accessible, so you can get around! To add TW into the equation, the only teleporting you can do when at 100%TW is right clicking you lesserHF to get back in. Other than that you can only HF travel any distance, so returning home is the only long distance travel.

Pros:
Hearthlings with HFs in vaults are handicapped
Resources must be commuted to
Long distance trade is harder thus making neighbors more valuable
Hermits are more secure, no longer needing to build a village idol just for crossroads

Cons:
Long distance trade is harder (is discouraging any type of trade good?)

It occurred to me that griefers would go around destroying lesser HFs, so perhaps make them passable to all and indestructable, much like a scent, you could go as far as making them only visible to the owner, and make the zone to teleport into as large as a crossroad area is now, in case the exact spot is blocked.

On the recent topic of the thread, the fact that killing people isn't such a big deal, although it is off topic, how about a slider style mechanic. It would be one way only, you'd start off at one side, 0 kills, and your first 11 kills would move you towards serial killer, the effect could simply be graphical, the equivalent of an item of clothing (except you can't take it off) it could be something as simple to implement as a skull above their head, or a darkness around them, like night time. Anyone who points out that you can turn night time off in other clients, it only turns it off for you, the other people looking at you would still see that you're a murderer.

Pros:
You can see who has already killed someone so you know to run
You get a cool "Badge" for doing some bad ("Wow you're such a rebel" swoon)

Cons:
No pretending to be a noob and then going all Painhertz on peoples ass (No ambushes)(No disrespect intended Painhertz, in fact the opposite, I just hope I never meet you)

The same could be done for other crimes but only for the time the scent is active:
Theft: bag of swag over head
Vandalism: shovel for resource vandalism, sledge for destruction vandalism
Assult/Battery: Bow for shooting someone, Fist for punching someone
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