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New World Questions:Joining the bay12 community.

I will live inside the core town, working together with others.
- 8 (24.2%)
I want to live in the town, but have my own plot and do my own thing.
- 12 (36.4%)
I intend to hermit separately in the general vicinity.
- 8 (24.2%)
I do not want to join the village attempt.
- 5 (15.2%)

Total Members Voted: 33


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Author Topic: Haven and Hearth General Discussion-Immanently  (Read 178318 times)

Ibid Straydrink

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Re: Haven and Hearth General Discussion
« Reply #1740 on: November 21, 2013, 06:35:48 am »

This conversation seems strangely familiar.  :-X
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Seriyu

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Re: Haven and Hearth General Discussion
« Reply #1741 on: November 21, 2013, 10:17:26 am »

Honestly a lot of HnH's problems could be pretty easily solved by more aggressively pursuing alts. But then key alts wouldn't exist and villages would literally start exploding at random without warning.

DJ

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Re: Haven and Hearth General Discussion
« Reply #1742 on: November 21, 2013, 02:12:28 pm »

Or they could make it so characters aren't the ultimate assets. An army of alts wouldn't do you much good if you didn't have various consumables needed for PvP.
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HARD

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Re: Haven and Hearth General Discussion
« Reply #1743 on: November 21, 2013, 02:49:42 pm »

They need to do something thats for sure, its all the same with every world, on the start theres close to 1k players, i guess it's the most enjoyable part when you have to find spot with your friends or join other people and then after few weeks people get bored with the game, some of them killed, some of them killed few times, some of them killed more than few times, eventually it comes to the point like now where theres about 200-300 players online and half of them are alts. No life kids (mostly kids) that follow same scheme for power leveling, and pk people after few days of the new world doesn't really help and i'm sure that my idea for skill system in which you have to fight to gain combat skills would solve this problem, players will have to give more effort than simply picking up flower to become a decent warrior.
« Last Edit: November 21, 2013, 02:52:12 pm by HARD »
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Ibid Straydrink

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Re: Haven and Hearth General Discussion
« Reply #1744 on: November 21, 2013, 02:54:11 pm »

They ought to either cap certain skill gain (see: combat), or make it so that the effect is exponentially decreased at certain intervals. The latter, for example, would mean that while a character with a melee skill of 300 could easily best one with 100 points in the same skill, he'd be able to stand toe to toe with only a mild disadvantage against one with a skill of, say, 500.

Most players object to combat skill caps and curving, but I'd prefer less life-consuming grind and more reliance on skill, composure, and luck.
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LeoLeonardoIII

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Re: Haven and Hearth General Discussion
« Reply #1745 on: November 21, 2013, 07:24:39 pm »

Once again i'm not talking about current system where u can put thousands of lp in combat skills and just eat alot of stuff then go fight bears with prepared character. I'm talking about my vision, the way i would like it to be and it's a Ultima Online or The Elder Scrolls style, where you gain skills by using them, you want to make a warrior then u grab a sword go to the wildereness kill ants, then rabbits, then foxes, then boars, then bears and you progress slowly making a warrior character, that will demand more thinking. Right now you can just hide beside the palisade, send your alts to collect curiosities, meanwhile eat and lvl up stats, when u got curiosities then you lvl up your combat skills and thats how the great warriors are born in HnH! first time they leave the settlement and they can kill you with one punch. I dont like it.
I remember UO being basically this:

1: Start new character with like 100 GP and two skills at 50%, all others 0%. Go around doing money scams (buy fish and carve them up to sell the uncooked fish steaks, buy cotton and spin into thread then weave into cloth then scissor into bandages - both of these require almost no time and no skills) until you have enough cash for a dagger, butcher knife, staff, and a horse. Takes about 15 minutes.

2: Work the training dummies AFK until you have 30% in all the fighting skills. This also bumps up your stats a bit. The dagger gets you fencing, the butcher knife gets you swordsmanship, staff gives macefighting, unarmed trains wrestling.

3: Run around town and near town killing birds, which each drop 25 feathers (that's 50 GP to sell to vendors) plus some raw food. Buy an axe and start chopping trees, which gives good STR gains and the logs can be made into arrow shafts with your dagger. Now instead of selling your feathers for 2 GP each you make crossbow bolts and sell those for like 7 GP each. And because you're making them one by one AFK you get skill gains in bow craft and lots of DEX ...

4: Find a buddy who will spar with you. Bring your plate mail and a ton of bandages. You're gonna beat on each other while healing yourselves with bandages, which you can wash and re-use, gaining weapon skills, parrying, tactics, and healing. At some point you can safely AFK this.

5: Stand in town doing AFK Anatomy, Eval Int, Detect Hidden, Hide, and Stealth. Whatever stat you want there's definitely a way to grind it in town, though certain ones like Snooping and Stealing really need to be practiced in your house with a pack mule. These AFK skills also raise some stats, generally INT.

6: Get a spellbook and some spells, and reagents from shops. Buy your Magery and Meditation up to 30% which is the maximum you can pay GP to train. Practice Magery by casting Create Food (no more buying food for you, and you can sell the stuff you don't want like cakes to recover some of the reagent costs), always having Night Sight running, and eventually by just casting defensive spells on your buddy in town. You ideally want enough Magery to reliably Mark and Recall, which is simply required to play the game at all. A later trick is casting Blade Spirits or Energy Vortex and letting it run around killing everything while you loot and try to avoid its attention.

7: You know how slowly Magic Resist goes up? Cast Fire Field and run through it, taking massive hits but raising Magic Resist, and also letting you get tons of points in Healing.

Congratulations, you have a 7x100 skill character without leaving town. Now you go to Wind and fight Liches for 30k GP an hour plus treasure maps, scrolls, and reagents. Then you fight dragons for magic item drops to complete your armor and weapons and to sell the excess to players.

The main factor is either carrying lame loot so if someone kills you there's nothing worth taking, or build up the right set of skills for PVP and risk carrying decent stuff around.

Anyway, in that scheme, there was a later development that let you raise your skills above the max but you needed to find rare scrolls or whatever. But the actual max limit was pretty close to 100%. Certainly your player skill or luck could determine a battle between a 100% character and a 115% character. And teamwork was OP which is a wonderful thing. If you have an ambusher who fights someone who is his equal, but your friend is off screen casting Greater Heal on you ... that's enough to win right there. Much less having two people come up and whomp on one person.

I don't have an answer for the H&H key issue, but UO had certain items bound to the character so they wouldn't drop on his death and would be there when he got resurrected. Not exactly an option for H&H because of the way things are. But then again UO had lockpicking where someone could actually get into your house even though it was locked. Of course your best stuff you could store in the bank which was totally unlootable. Again not really a H&H solution.

I think it would be nice if they flagged certain accounts as probably alts because of patterns of logging on and off near each other, whether these characters ever actually see each other but use the same facilities and are friended on each others' territory, etc. Then correlate that list with skill gain patterns and assaults and murders. Now you have the alts who powerlevel and grief.

Of course, the devs don't care and if anything love griefing. I'm sure that suggests why they haven't done anything at all about it.
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Vattic

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Re: Haven and Hearth General Discussion
« Reply #1746 on: November 21, 2013, 10:16:55 pm »

They ought to either cap certain skill gain (see: combat), or make it so that the effect is exponentially decreased at certain intervals. The latter, for example, would mean that while a character with a melee skill of 300 could easily best one with 100 points in the same skill, he'd be able to stand toe to toe with only a mild disadvantage against one with a skill of, say, 500.

Most players object to combat skill caps and curving, but I'd prefer less life-consuming grind and more reliance on skill, composure, and luck.
I remember caps were suggested early on, but rejected because levelling ends up so difficult it works like a cap in practice. I disagree and don't like seeing people punch walls down and the like.
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HARD

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Re: Haven and Hearth General Discussion
« Reply #1747 on: November 22, 2013, 07:58:41 am »

I don't want this game to be like UO, i just want gaining combat skills like in UO or TES WHAT IS hit = gain
imagine tons of people in hnh running around killing ants, rabbits and foxes and sometimes chasing each other, who will be able to survive this and not get killed on the way will be a good warrior. Game will be more alive than now when everyone from the start just want to hide behind the walls and do not leave until he got decent stats and skills.
« Last Edit: November 22, 2013, 10:35:11 am by HARD »
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Ibid Straydrink

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Re: Haven and Hearth General Discussion
« Reply #1748 on: November 22, 2013, 02:23:30 pm »

I'm afraid this would make things even more one-sided. Super-factions would just dispatch entire militias to farm anything and everything that moved; anyone with inferior numbers, not skill, would be buried under the avalanche of trainees and drill sergeants, and small groups and solo-players would scarcely live to see their combat skills reach 10, thus being unable to fend off even single pursuers as many can now.

In my opinion, skill gain through skill use is just a bad model for an "MMO."
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anexiledone

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Re: Haven and Hearth General Discussion
« Reply #1749 on: November 22, 2013, 02:54:31 pm »

I think an easier model would be to cap all skills by attributes. Not a hard cap per say, keep it haven and hearth style with a formula lol. Example, unarmed could be capped like so.

 cap = (strength+agility-(the difference between the two stats)) * (sqrt (strength+agility-difference between stats/10)

 So a player with 20 strength and 15 agility could have a max unarmed of  51. This is flawed, since a character with a ton of strength and no agility would be screwed with the cap, so I'm sure someone can think of a better formula. But I figured I'd throw it out there. Though it does make sense that someone who is extremely strong but extremely slow would kind of suck at fighting. lol
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LeoLeonardoIII

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Re: Haven and Hearth General Discussion
« Reply #1750 on: November 22, 2013, 03:17:17 pm »

I think an easier model would be to cap all skills by attributes. Not a hard cap per say, keep it haven and hearth style with a formula lol. Example, unarmed could be capped like so.

 cap = (strength+agility-(the difference between the two stats)) * (sqrt (strength+agility-difference between stats/10)

 So a player with 20 strength and 15 agility could have a max unarmed of  51. This is flawed, since a character with a ton of strength and no agility would be screwed with the cap, so I'm sure someone can think of a better formula. But I figured I'd throw it out there. Though it does make sense that someone who is extremely strong but extremely slow would kind of suck at fighting. lol

I agree. Although I'd suggest keeping stats and skills on the same scale, so if you start with 10 STR and 10 Unarmed, and in order to punch a boar to death you need 50, or 100 for a bear. Of course you're taking a whole lot of damage during that fight, and armor will reduce your wounds and weapons will let you kill it faster so you get less wounded overall.

I think the limits just need to be very hard.

1: It should be absolutely impossible for one person to kill a bear unarmed and unarmored.
2: It should require max skill to kill a fox or boar or whatever is the next step down, unarmed and unarmored, and you get hurt a lot.
3: It should be impossible to slay any creature with just one hit, except the tiniest ones like ant swarms and rabbits. Yes, that means a maxed-out fully-equipped PVPer striking a hapless newbie must strike him at least twice to slay him ... of course the first strike might knock him down and the next one kill him.
4: It should be absolutely impossible for anyone to damage stone walls or stone buildings with handheld tools. You simply must make a ram or some other complex solution. If you build a stone wall and you don't want it anymore, tough cookies. Wooden palisades and wooden buildings should be able to be damaged by very strong people (say 75% of cap) with metal axes, but it should take hours and generate alerts to anyone inside the same claim as the wooden object.

I think the main problem with defense in H&H is that, in reality as in the game, you need defenders in a structure. If you come upon an empty castle, there is very little stopping you from waltzing on in. It's the defender firing arrows at you, throwing stones, breaking your ladders, cutting your ropes, slaying your climbers, massing to blitz anyone who breaches, sallying forth to burn your camp and steal your supplies, their friends from neighboring strongholds coming up behind and surrounding you. When you're at work and nobody is in your house / apartment / van by the river, do you really think a deadbolt and a dog are gonna stop someone from looting your place if they wanted to?

If anything, H&H attackers should be able to bring ladders to climb up your wall, walk across the top, drop in, and open the gate from inside.

Let's say you have some peasant in England who has a little cottage with a thatched roof and some crops and a dog. He doesn't have anything worth stealing. Why waste time attacking him? But in H&H little people frequently gather lots of resources, and little people can become problems for their neighbors. As for the ruthlessly omnicidal gankers in H&H, there are plenty of examples of that in reality too. They generally loot and leave, or stay and become kings as their countrymen filter in and drive away the previous inhabitants.

Our problem is we're not vicious enough. We're not dedicated enough. We're the previous inhabitants. We're the newb in the cottage. It's no wonder everyone complains about the H&H power gamers; I'd complain about Vikings too.
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Vattic

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Re: Haven and Hearth General Discussion
« Reply #1751 on: November 22, 2013, 03:35:58 pm »

While I never saw it in action I thought the rams were an elegant solution to people not being able to guard their walls 24/7.
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Re: Haven and Hearth General Discussion
« Reply #1752 on: November 22, 2013, 09:18:13 pm »

I never fleshed out the idea much, but I always thought it would be fun to have NPC guards. They would consume lots and lots of stuff; food, weapons, armor, and ammo for instance.

They quality wouldn't matter that much but you would have to provide huge quantities of each resource.

That would greatly increase the demand of lower quality food items, which would lead to the larger powers either adding more members or (I would hope) creating fiefdoms where smaller villages supply the larger kingdoms.

I'd also love to see some sort of six month race to build some sort of wonder, similar to Travian. When the wonder is complete the world resets. THAT would take TONS of everything, again giving established players a reason to keep lower quality villages around.

Corik

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Re: Haven and Hearth General Discussion
« Reply #1753 on: November 26, 2013, 08:36:03 am »

Wanna fix HnH? Take out pvp from the game.

Why I don't wanna play? Because I might play a little during weekends, and I hate logging in to see my place raided, or being hunting in the wild for someone to appear and kill me in 2 hits.
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Trappin

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Re: Haven and Hearth General Discussion
« Reply #1754 on: November 26, 2013, 10:38:17 am »

Hmm, how to fix HnH? $20 for an account with 1 character slot. Enjoy.

Jorb and Loftar created a very fun game, but they really don't care if it's broken.
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