Archery and Stealth

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

Archery and Stealth

Postby DaMaGe » Mon Apr 09, 2012 7:07 pm

Hello jorb, loftar, etc, etc,

It's been a long time since i last played (longer still since I last posted), but recently I've been thinking about this game and why I don't play it anymore. Although this is one of my all-time favorite survival games, there are several things that needed improvement. One was the archery system, the other, the sneaking system. I have a suggestion for each of these.

Archery~
Archery needs an overhaul since I last played. It takes forever to even draw back the bow, let alone hit anything. Furthermore, if the target moves, the meter is reset. I have a suggestion for this. Let the meter fill up in about 2-3 seconds for each player, regardless of marksman, perception, targets moving, etc. Let the accuracy of the shot (whether it hits or misses) be determined by the target moving, the bow's quality, and the player's perception. Let the damage done be determined by the player's mm skill and the arrow's quality. This would let new players and players who don't have a lot of time be able to at least fire a bow (in real life, you can draw back a bow from an early age regardless of its quality, but whether you hit anything and how hard you hit it is determined by many factors).

Sneaking/stealth~
I have always thought stealth was rather useless. Sure, it helps you get away with crimes, but that's not really stealth, it's more like covering your tracks. I have a suggestion for this. When a player is walking or crawling, they are harder to spot on the screen to both animals and players alike. This is determined by the player's stealth skill and the kind and quality of clothes he's wearing (like ranger's clothes, spruce caps, etc). You would be harder to spot at night, although torches and fires make it easier to see sneaking people. However, once you started melee attacking, running, or sprinting, you would become visible straightaway. Animals would also have a chance of smelling you and thus detecting you (you become visible).

These are just suggestions, but I sincerely believe they would make this game a lot more interesting and playable. Please leave constructive suggestions or comments. If any of this has already been implemented, please tell me, as I haven't had the time to read all the forum posts between here and March 2011.

PS, what world is this (I started in world 3 and I stopped in world 5, i think)?
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Re: Archery and Stealth

Postby TeckXKnight » Mon Apr 09, 2012 7:11 pm

This is world 6.
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Re: Archery and Stealth

Postby DaMaGe » Mon Apr 09, 2012 7:11 pm

Ah good so it hasn't been too long...
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Re: Archery and Stealth

Postby TheTylerLee » Mon Apr 09, 2012 7:30 pm

i dont think you understand the MM skill
the bar isnt "drawing back" its aiming, the higher your MM skill the faster you aim
Proof?
Spam click and you spam shoot, you just always miss.


and about the stealth with the Modded clients, being "barley visible" wont help anything
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Re: Archery and Stealth

Postby Neon14 » Mon Apr 09, 2012 8:06 pm

He's trying to make it work as though it were stealth in an MMO game, which is good, it'd bring a lot of sense into hunting rabbits rather than running up to near butt-sex mode with it and grabbing it without it running away or anything, this could also be an interesting concept with PvP as now the sole archers in this game aren't complete fodder to those with B12's and Swords along with tons of UA, they'll actually have to watch out if it's night, or carry a torch and/or have their eyes peeled, the exact transparency of a player would be factored in with night/day (could also be in beliefs as a stealth boost when at night or day), by your stealth skill value, camouflage, are you hiding behind a tree adjacent to the enemy? Or are you in plain sight? Movement can also count, as stealth only relies on sight and hearing, therefore if you're making those leaves crackle it's easy to know there is SOMETHING in those woods over there.

I like it, it'd give Night a difference than day. As for modded clients with night vision and hide objects, they're now a problem ;/
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Re: Archery and Stealth

Postby aso11 » Fri Apr 13, 2012 5:26 pm

Welcome back, DaMaGe.
As for your idea, stealth.... well, modded clients make that go to poo poo, even though I'd like to see that change as well.
Archery..... I've seen too many people complain "Waaaa I can't make the bar go higher even though I waited FOREVER! *ragequit*" Then again, those people don't belong here anyway... so.... neutral?
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Koya: What means "molest" ? Translator cannot translate it or do it with no logics...
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Re: Archery and Stealth

Postby Nask » Fri Apr 13, 2012 9:18 pm

I like your sneaking idea but since enders client has a radar no-one can move unseen :)
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Re: Archery and Stealth

Postby DaMaGe » Sat Apr 14, 2012 12:08 am

@aso, nask, and neon
Yeah its too bad that theres xray vision, I just thought it might give us another use for torches and make the game a lot more interesting. However, animals don't have modded clients, so theres a possibility for this to work there.


TheTylerLee wrote:i dont think you understand the MM skill
the bar isnt "drawing back" its aiming, the higher your MM skill the faster you aim
Proof?
Spam click and you spam shoot, you just always miss.
and about the stealth with the Modded clients, being "barley visible" wont help anything


Alright, but even though thats true, in real life, it simply doesn't take that long to focus on a target. Although I agree with aso that archery should be a challenge, I find it simply ridiculous that you can't even aim with a bow easily. It's been a while since I last used a bow, but doesn't bow quality also affect the bar? Realistically, even with the crappiest bow, you can still aim at the target in real life. So, perhaps you can think of my system as an improved, more realistic archery system. It would still be a challenge for noobs to be able to hit anything, but it would be more realistic (for example, you can't "spam shoot" a real bow, and with my system, it would take time to reload and fire again. If you don't wait for the meter to reload, you will miss unless the target is right next to you). This way, noobs also have a chance to hit something, which starts out small, but gets much larger as their perception (and maybe mm too?) gets higher. The damage would act in the same way
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