What I see.

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What I see.

Postby joojoo1975 » Sun May 02, 2010 10:18 pm

Greetings.

Dont let the avatar fool ya, though i started sometime in world 2, i, by no means, been "here" that long. Liked the game but it didn't hold my appeal. But it held enough pull, that i had to take another look.
But that's another story. . . .


There are many reasons why we play H&H. for some of us, it's the aspect of the game of how you start out with nothing, and you build your empire with your own 2 hands and your friends. for others its for more or less nefarious reasons. But would we want to change H&H. For some of us we like the peaceful aspect of the game. We grind out the Lp to enhance our sewing, our cooking, our survival etc. While others grind out Lp for Exploration, for markmenship, and for UA or melee. But, I wonder, how did the Devs origionally imagine how we would play H&H. That is where I have problems, so to speak. . .

Is this supposed to be a quazi - medevil/survival simulator. in which the player is thrust into a world, where he goes about making his surroundings and himself better able to support the player as well as to better equip the player, either through certain tools to certain foods. At first the player is almost naked in this world. He/she has no farming abilities, no fishing abilities, hardly any abilities at all that will allow them to stay alive in this world. but as he gathers stuff, he begins to learn and aquire new skills in which this new world becomes less like a heartless place and more like home. During this time, the player sharpens his skills that will give him beter quality of stuff, which in turn gives him better stats and attributes, which opens up even better abilities and skills. This is what I feel Jorb and Loftar(for now on called J&L) were trying to accomplish. Lets open up a survival simulator per say and lets see if random people will come together and work together to better the "community" as a whole. Here is also where I see problems. for as the player continues to aquire LP to spend on stats and skills, he must make a choise. do i want to go 100% on "peaceful/betterment skills" or go 50/50 on peace skills and warefare skills. Either way said player would not do well against a player who advances his warefare skills 100%(for instance if 2 players spent 100K of LP, one on a combination of Peace/warefare skills ,and the other on just warefare, I believe the peep who went all Warefare, would win out almost all the time.) But here you say, but the peep with the 100% warefare skill wouldnt be able to be all that because he didnt have a foundation to let him/her achive those warefare skills in the first place(mainly talking bout the melle/con attribute building as well as theft/treaspass/murder skills) For that I say True, as long as the char is not an alt. Which makes me wonder how many of these "evil" characters are mains or Alts. Was it J&L intentions for us all to have militaristic Alts?


Seriously, I do not know. I believe there should be more defensive measure in place to protect High end settlements and above.
for instance. How about increasing the soak damage on all the Fence options, by lets say X%(i put X% because players with better knowledge that I, would know what % it should be). While we're still talking about fences, how about only allowing fences and above be built only on your claimed land.

Of how about defensive items allowed to be put on one's property(like pitfalls, traps etc.) now the owner and his kin of that settlement would know about em, thus not be affected by them, but the "raider" would not and it would either Greatly reduce his movement speed, or highly drain his staminia. I'm mainly talking non lethal defence items. Also like just for villages, have lethal defence items, that aquire items and such. like food and materials, like a somewhat "gas tank" if you will to keep that item going(like guard animals, towers, etc.)


Once again, i dont know. I just feel that the average player is hindered because they didn't make an alt to train up militaristic skills.


the ideas may not be new, but I hope something will be done to establish a "balance"

For I truly would not want the PVP aspect of the game to be taken out. I play world of warcraft, and that's down right boring at times. In fact the only game that's held my interest the longest was Eve online. With Eve online you had areas that was non pvp so to speak, and other areas that was. and the average player could spend his entire "life" in non pvp area if he so wished. he could get all the skills needed with that avenue. But if said player wanted to gain fame and recoginitian, as well as own vast areas of space, well then, he had to go to 0.0

But that alas, is another story. . .





Well that's my 0.02$ worth.
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Re: What I see.

Postby stickman » Mon May 03, 2010 2:22 am

I think this is in the wrong forum, but here is my reply.

I think one thing you miss is that farmers will need to have good fighting stats regardless. Everyday you harvest your crops you have to increase your farming by about 3-5 levels. As soon as you start getting over 100 farming it becomes pretty much impossible to continue this trend without another form of experience grinding. In order to be the most effective at expereince grinding you will need good combat skills to quickly kill animals and gain LP very fast.

In most cases the strongest people are just the people who play the most... some guy with 200 melee probably actually has more farming then you aswell... and probably higher at every single other stat aswell.

This map i beleive a few villages designated people to roles. EG... they feed str food to one guy, feed PSY food to another... Dex to another. It would not matter if it took 1000 str to break a wall... they would get it. Your only delaying the outcome.


The problem all these little villages have is that they dont play enough and will be perpetually weak and most likely have not used the new combat system in a PVP aspect. The stronger villages maybe only have 1-2 very strong fighers but they do that at teh expense of other villagers who must make them armour, feed them etc.


If you want to play safe, just move away from the water so that you cannot be seen and then build a brick wall around your farm and you can farm to your hearts content.

I also dont think as many people are using alts as you think. All the raids/kills I have seen have all been done on main characters.
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Re: What I see.

Postby joojoo1975 » Mon May 03, 2010 4:21 am

thankyou for your reply stickman. but to use your logic. . .

why build a brickwall, wouldn't they still get it. thus I'm only delaying the outcome?
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Re: What I see.

Postby danath » Mon May 03, 2010 11:30 am

Another thread about defensive settlements, yay :P

The only problem I see in this game is the change/tradition bar.

Player A goes full change and peaceful, is a farmer.
Player B goes full change and peaceful, he just grinds LP with whatever method he likes.

Then, at certain moment, player B starts going full tradition. Once he reaches that point, the raids player A.

If he is defeated, he'll won't lose much.
If he success, he will steal/ruin all the work of player A: crops, animals, items... and if he gets player A, the poor guy will return almost like a noob.

It's almost win/win for the raider :/

Of course, there is always revenge, but that won't restore the loss of player A, and is not always possible if player B knows how to hide properly.
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Re: What I see.

Postby Brickbreaker » Mon May 03, 2010 12:51 pm

Solution?
This viewtopic.php?f=5&t=7140 and skillcaps and balance is restored :D .
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