Wounds and healing dead end

Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.

Re: Wounds and healing dead end

Postby dorag » Sat Sep 03, 2022 8:17 am

Death is not to big a deal rn you can get a huge chunk of your stats back with the ancestral worship or just burrying your corpse toad butter all your wounds you can you dont care about cha and youll be finee ventually get clover for gauze etc and you may wana consider joining a village for support and help learning the game given how much arcane knowlage their is in it
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Re: Wounds and healing dead end

Postby Uriel » Sat Sep 03, 2022 9:42 am

Game design is bad when it comes to pvp - attackers aren't punished enought when it comes to mass attacking people (scents mechanics are a joke). We have wound for every kind of action, so why not some kind of mental wound after attacking people to stop mass spruce killings?

Btw. With current mechanic... make an alt and try to live in place with as few people as possible.
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Re: Wounds and healing dead end

Postby scrabe » Sat Sep 03, 2022 5:40 pm

Uriel wrote:why not some kind of mental wound after attacking people


I like this tbh, a very jorb-like solution. PTSD after witnessing a murder. Go chase opium dragons to get rid of it like a true vet.
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Re: Wounds and healing dead end

Postby loleznub » Sat Sep 03, 2022 7:54 pm

what were you wearing? did you have a horse?
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Re: Wounds and healing dead end

Postby bondowondo » Sun Sep 04, 2022 2:10 am

he shanked you and took all your shit, and actually let you live? damn thats lucky. i got killed by some guys a few days ago who somehow teleported my unconscious body back to my hearthfire with them along for the ride, then killing me because i set up a small home like 2-3 grid squares from them.
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Re: Wounds and healing dead end

Postby vatas » Sun Sep 04, 2022 4:33 am

scrabe wrote:
Uriel wrote:why not some kind of mental wound after attacking people


I like this tbh, a very jorb-like solution. PTSD after witnessing a murder. Go chase opium dragons to get rid of it like a true vet.

I support this idea, with the same caveat that's already in place for Nidbanes: this only happens if victim had rage, to prevent spamming alts and forcing someone to kill them.
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Re: Wounds and healing dead end

Postby Jubal_Barca » Sun Sep 04, 2022 3:35 pm

To respond to other stuff here: the attacker took all my external gear before I KO-teleported but not my study, bonds, or a bunch of my inventory items, which was a weird flex. I was multiple provinces away from home and scouting to find new Thingwalls when I got stabbed, my home area has seemed pretty peaceful so far. I guess at some point someone will wreck it so badly that I'll lose interest in the game again, but until then I may as well keep digging my lil garden and caves. I'm playing with a couple of friends atm, but I'm further through than they are and we all have plenty else to do so we're at the casual end of the player-base.

Anyway, with particular thanks to help from a friendly local hermit with better healing kit than me, I'm pretty much recovered, which I didn't think was likely when I was down at 2hhp. Will be carrying more armour in future...

I do agree that the game doesn't really discourage PvP attacks effectively: as the devs have noted, it's difficult finding solutions that don't allow the alternative of alt-spam griefing or anything, but it would be nice if there were better mechanics against griefing per se. I wonder if having a ritual that allowed players or descendants with Ancestral Worship or some similar skill to denounce their attacker to a Thingwall or Awakened Tree, which could then lead to killing the attacker being a quest given to Rage-enabled players in a bounty hunting mechanic, might be fun. Or possibly linking it to realm mechanics so if a player denounces their attacker at a Thingwall, it reduces bonuses etc for the area until the killer is brought to justice, giving the realm-focused players a reason to actually protect "their" peasantry from banditry (part of the general issue of HnH being that the power curve is very big on all things, so realms trying to interact with hermits in their area is usually pointless because what am I going to give my sovereign lords, a Q10 blueberry pie? But mechanising some interactions like that might change that dynamic or lack of dynamic.)
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Re: Wounds and healing dead end

Postby Sartharion » Tue Sep 06, 2022 1:26 am

Jubal_Barca wrote:To respond to other stuff here: the attacker took all my external gear before I KO-teleported but not my study, bonds, or a bunch of my inventory items, which was a weird flex. I was multiple provinces away from home and scouting to find new Thingwalls when I got stabbed, my home area has seemed pretty peaceful so far. I guess at some point someone will wreck it so badly that I'll lose interest in the game again, but until then I may as well keep digging my lil garden and caves. I'm playing with a couple of friends atm, but I'm further through than they are and we all have plenty else to do so we're at the casual end of the player-base.

Anyway, with particular thanks to help from a friendly local hermit with better healing kit than me, I'm pretty much recovered, which I didn't think was likely when I was down at 2hhp. Will be carrying more armour in future...

I do agree that the game doesn't really discourage PvP attacks effectively: as the devs have noted, it's difficult finding solutions that don't allow the alternative of alt-spam griefing or anything, but it would be nice if there were better mechanics against griefing per se. I wonder if having a ritual that allowed players or descendants with Ancestral Worship or some similar skill to denounce their attacker to a Thingwall or Awakened Tree, which could then lead to killing the attacker being a quest given to Rage-enabled players in a bounty hunting mechanic, might be fun. Or possibly linking it to realm mechanics so if a player denounces their attacker at a Thingwall, it reduces bonuses etc for the area until the killer is brought to justice, giving the realm-focused players a reason to actually protect "their" peasantry from banditry (part of the general issue of HnH being that the power curve is very big on all things, so realms trying to interact with hermits in their area is usually pointless because what am I going to give my sovereign lords, a Q10 blueberry pie? But mechanising some interactions like that might change that dynamic or lack of dynamic.)


I wish more players were like you. You got royally screwed, but took it in stride. Kudos!

I like that idea. I’d recommend posting it in the suggestions board.
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Re: Wounds and healing dead end

Postby WowGain » Tue Sep 06, 2022 7:02 am

Jubal_Barca wrote:I'm far enough in that I really don't want to lose this character, but not far enough in to have reliable wool supplies so gauze is out

youre at like 2 days of progress if you cant make gauze
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