Game Development: Listed Wound

Announcements about major changes in Haven & Hearth.

Re: Game Development: Listed Wound

Postby Apocoreo » Wed Feb 12, 2025 4:46 am

Kiklington wrote:
SpacePig wrote:
jorb wrote:We've been developing, and here's what's new.

Enjoy!


Excellent. Now we also need to make it so that absolutely all items that are picked up from bodies or from other people's claims cannot be sold through a trading post or transferred through an exchange.
So that any player can see whether these items are legal or stolen.

Room temperature iq statement


Unironically this. Just add a stinky text in the mouse-over of a small icon until the item is no longer scented. more simple and I can still buy stolen goods from nefarious cloaked figures

Kiklington wrote:you dont need to explain it any further for it to be obvious that its a dumb idea.
if i take a bar of metal and add it to the other 9 bars of metal in an anvil, is that anvil marked as stolen?
if i KO someone who KO'd one of my friends and stole their gear, and steal said gear back, are those stolen goods that have been returned to my friend now forfeit in any potential future trades?
if i kill a person, take their corpse, and wait for their body to decompose and thus conveniently drop all their equipment onto the ground where i can then collect it without ever leaving a theft scent, what is then done with my stolen equipment?
go outside. its a video game. larping about muh crimes is insanely weird, antisocial behavior.


In this case the anvil has to be transformative or funny and clearly satire
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Re: Game Development: Listed Wound

Postby mulamishne » Wed Feb 12, 2025 9:30 pm

Changing it so you cant sell stolen goods through a barter stand is kinda dumb and reactionary? If someone is trade scamming you the answer is to not trade with them.
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Re: Game Development: Listed Wound

Postby SpacePig » Thu Feb 13, 2025 6:50 pm

Kiklington wrote:
you dont need to explain it any further for it to be obvious that its a dumb idea.
if i take a bar of metal and add it to the other 9 bars of metal in an anvil, is that anvil marked as stolen?
if i KO someone who KO'd one of my friends and stole their gear, and steal said gear back, are those stolen goods that have been returned to my friend now forfeit in any potential future trades?
if i kill a person, take their corpse, and wait for their body to decompose and thus conveniently drop all their equipment onto the ground where i can then collect it without ever leaving a theft scent, what is then done with my stolen equipment?
go outside. its a video game. larping about muh crimes is insanely weird, antisocial behavior.


if a stolen item falls into the hands of the owner from whom it was stolen, it ceases to be stolen.
if a blacksmith uses stolen ingots, then everything that is produced from them is also stolen, the proportion is not important. The same applies to bread from stolen grain, or cheese from a cow taken from a claim, the mark is always inherited and never disappears.
there are no problems at all if you want to delegate the circulation of stolen goods in the game.

the problem is what is the reward of a killer or a thief. Now in the game the reward of a killer is the fact of murder, the loot and that the killer will be completely forgiven after 7 days.
In my opinion, this reward is excessive and the punishment is disproportionate. Such a system allows a certain group of players to not receive punishment for murder and robbery at all.

The very possibility of killing or robbing a player is already a sufficient reward for the crime, complete forgiveness of sins after a week of play is an excessive reward.
In order to balance the game for those who are engaged in murder and theft, it is necessary to make the status of a killer lifelong, and the status of the stolen permanent.

Perhaps this is not enough to make the game interesting, since players of large factions simply have irrational indicators of strength and damage absorption that leave no chance for single players.
Last edited by SpacePig on Thu Feb 13, 2025 7:14 pm, edited 1 time in total.
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Re: Game Development: Listed Wound

Postby SnuggleSnail » Thu Feb 13, 2025 6:53 pm

Kinda crazy how whenever people are brainstorming shit to help the nabs they come up with the most convoluted intrusive shit possible

keep it simple, stupid
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Re: Game Development: Listed Wound

Postby ekzarh » Thu Feb 13, 2025 7:14 pm

Somewhat hate to agree with assholes, but how do you differ stolen item from the spoils of war got in fair siege?
PVP is a viable part of game and looting is part of it. Many players (including myself) keep coming back into Haven over and over for years because it is unique in being hardcore permadeath pvp mmo.

In the end if this gets implemented - nabs will be raided even more with 'he had stolen xxx' as pretext, while powerplayers won't care cuz there's more than enough and much more solid reasons to engage in war or avoid it :)
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Re: Game Development: Listed Wound

Postby Kiklington » Thu Feb 13, 2025 8:04 pm

SpacePig wrote:duh


how is it possible to continue making your terrible idea even worse
star shard but its actually cancerous because it spreads throughout your whole industry and instead of just meaning you cant use a piece of dead content, you literally cant trade at all LOL

just get to the part already where you claim that PvP in a video game is morally equivalent to murdering people and stealing their stuff IRL
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Re: Game Development: Listed Wound

Postby Apocoreo » Thu Feb 13, 2025 11:48 pm

hey guys let's impose modern morality on a stone age world. Also I think anyone who steals should be punished by god! :D

You can't even roleplay with this shit
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Re: Game Development: Listed Wound

Postby SiO2 » Fri Feb 14, 2025 6:54 am

SnuggleSnail wrote:keep it simple, stupid

Yeah! Ban Snail, that is it.
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Re: Game Development: Listed Wound

Postby SpacePig » Fri Feb 14, 2025 7:38 pm

Apocoreo wrote:hey guys let's impose modern morality on a stone age world. Also I think anyone who steals should be punished by god! :D


If you think that this is even a little bit like the historical Middle Ages, then you are mistaken. In the Middle Ages, robbers lived until the first winter, they did not have castles and fields. They hid in dens and in the mountains like wild animals and ate each other there.
I am just proposing to make the life of murderers and robbers in the game at least a little bit like the Middle Ages.
Deprive them of property, any civil rights, forbid them to build villages, if they want to be monsters - let them live like monsters.
Last edited by SpacePig on Fri Feb 14, 2025 7:39 pm, edited 1 time in total.
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Re: Game Development: Listed Wound

Postby Sephiron » Fri Feb 14, 2025 7:38 pm

Apocoreo wrote:hey guys let's impose modern morality on a stone age world. Also I think anyone who steals should be punished by god! :D

You can't even roleplay with this shit

Imagine if strongest players on server are allowed to ascend to godhood, can no longer interact or engage with the material world exactly the same way, but players can pray to them and stuff. God's would get the prayer, view their settlement, spawn shit like moose and bears, put out or start fires, spawn or remove natural resources, sculp the land etc.

Shit would be wild
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