Runemagic

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

Runemagic

Postby trollfairy » Fri Jul 10, 2009 8:45 am

So, I think it could work like this.

We have a set of runes - let's say - Elder Futhark
Every rune has a set of stat, belief, skill, health or stamina modifications, that is NOT visible to players.
So, for example, Uruz can give +5 to strength, -5 to intelligence, -5 to perception and +1 to nature.

When carved, every modification could be checked against a Rune Lore skill.
Depending on the check, the modification could be altered in any way.
So, the Rune modifier serves only as the base for determining the effects.

Players could be able to carve Rune Scripts or Bindrunes on almost anything (or anything?).
Runescript - a set of several run es carved one near the other.
Have a higher chance to wield the desired effect (the check against Rune Lore is easier), then the Bindrunes, but the alteration for every modifier on all runes in script is smaller. "The safer, but a less rewarding magic."

Bindrune - a set of several runes carved into one complex sign.
The opposite of Rune script - harder to get what you want, though, the rewards are better.

The carvings and their effects on items should be permanent.

All these things should have a lot of use, really - from making runed swords that could hit harder,
to carving bindrunes on constructions to make them stronger and decay slower.
A script, carved onto a claim pole can decrease sneak skill of a perpetrator, while he is walking on the claimed land.
And so on. It would compliment the "sandboxness" of H&H, not spoil the balance and definetely has no problems with the Germanic and Slavic setting of the game.

Could jorb and\or loftar comment on this and make me a happier person, please?

Edit: And using rune magic could be limited to, say, once per 24 hours online, just like with personal beliefs. Or 8 hours.
trollfairy
 
Posts: 42
Joined: Mon Jun 01, 2009 8:09 am

Re: Runemagic

Postby loftar » Fri Jul 10, 2009 2:02 pm

We have thought of engraving items, but not primarily for purposes of attribute boosting. One idea we've been playing around with since the early days of the game is a "rune of finding" or some such, which, when engraved on an item, would allow your character find that item even if stolen (kind of like tracking). Right now, we haven't been talking about it for quite a while, so we'll have to see what happens with it. Jorb may have other commentary.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Runemagic

Postby Raephire » Fri Jul 10, 2009 2:08 pm

loftar wrote:We have thought of engraving items, but not primarily for purposes of attribute boosting. One idea we've been playing around with since the early days of the game is a "rune of finding" or some such, which, when engraved on an item, would allow your character find that item even if stolen (kind of like tracking). Right now, we haven't been talking about it for quite a while, so we'll have to see what happens with it. Jorb may have other commentary.


Like a homing beacon on a bike :p
User avatar
Raephire
 
Posts: 648
Joined: Wed Jun 10, 2009 3:34 pm

Re: Runemagic

Postby jorb » Fri Jul 10, 2009 3:59 pm

A general problem the game has atm is that refined goods are essentially less market attractive than raw materials are. Why trade for a piece of armor when I could trade for the steel and get the learning points from crafting myself? The same goes for most anything, especially since high level crafts actually give a decent amount of learning points.

Another, related, problem, or implication, is that there are no qualitative distinctions between even high level craftables. A ranger's shirt is always a ranger's shirt. This differs from player stats which are infinitely expandable upwards. You can always get better and stronger.

What I would like to see is a craft system that corrects both these issues. I.e.: Buying a finished suit of armor from a trained smith should be more economic than buying the steel and making it yourself, and no two sets of armor should be exactly identical in every aspect.

Runesmithing is something that will be implemented at some point (if for no other reason than the fact that I would love to draw a runeforge :D ). I also think that the craft system needs a high dose of, in line with trollfairy's OP, combinatorial effects that allows for the constant production of at least quantitatively better gear. Industry should not grind to a halt just because we haven't implemented new swords in a week or so.

... yes on both runes and combinatorial effects, I guess? :)
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Runemagic

Postby trollfairy » Fri Jul 10, 2009 6:17 pm

loftar, jorb - thanks for sharing your ideas on this whole thing.
I'll be gleeing for the whole weekend now.
trollfairy
 
Posts: 42
Joined: Mon Jun 01, 2009 8:09 am

Re: Runemagic

Postby kobnach » Fri Jul 10, 2009 7:04 pm

jorb wrote:A general problem the game has atm is that refined goods are essentially less market attractive than raw materials are. Why trade for a piece of armor when I could trade for the steel and get the learning points from crafting myself? The same goes for most anything, especially since high level crafts actually give a decent amount of learning points.



This is a good thing; it means that once I use the raw materials, the risk of them being stolen drops. Everyone wants e.g. wrought iron; few people want more than 2 or 3 mining helmets.
kobnach
 
Posts: 671
Joined: Wed Jun 10, 2009 5:04 am

Re: Runemagic

Postby Potjeh » Fri Jul 10, 2009 7:08 pm

On the flipside, it makes it impossible to make a career out of blacksmithing. Buying raw materials, processing them into finished goods and selling the finished goods for profit should be a viable playing style, IMHO. It leads to complex production chains, which means interdependency and thus more interaction between players.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: Bytespider [Bot] and 2 guests