Remove rage

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

Remove rage

Postby Dawidio123 » Fri May 02, 2025 10:25 am

Before you screech about this making it easier to kill hermits, this is for your own good.
Remove the rage skill, allow all characters to attack other people, transfer the cost of rage into other skills like theft and vandalism, you can even increase their cost more.

What about the alt spam? You can already do that, just place a claim that dried in 8h (easy to miss), expand it to where you will spam alts (you aren't spawning alts in some random spot), now you can do this exact strategy in the current system. Does the 8 hour wait window and some lp cost make it non viable?
What about day 1 violence against hermits? It already happens, most ppl who bonk hermits have rage day 1 or so and vandalism day 2-3 without too much tryharding. Making theft and vandalism costs up will make it so the KO means nothing early on, you get some wounds that can be easily cured but your items and base is still there.
What about the gigachad hermit who invests fully into uac to beat the evil rage getting players. Doesn't matter, if you aren't competent enough to figure out getting rage is a number 1 priority you are not doubling their uac.
What about X, doesn't matter, you can already aggro with alts, you can already get rage on multiple characters early on VERY quickly. It literally helps everyone who isn't willing to rush rage day 1, and makes it a lot less annoying for those who are.

Now for the positive, no more need to rush rage day 1 if you want to actually be able to defend your inactive claim (other forum topic also being relevant but i think it's not drastic enough), suddenly all your fellow hermit villagers can help you fight if you get attacked outside of your claim, everyone's gangsta day 1 until 5 people with 10 uac aggro them, no more day 4 haha i have 50 uac but i didn't get rage uwu. The game should not only allow but also teach you from the first hour that you can defend your shit without some arbitrary 50k lp cost.
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Re: Remove rage

Postby SnuggleSnail » Fri May 02, 2025 12:14 pm

I don't think being able to stop anybody who isn't significantly better than you at running from being able to port/walk through gates with a fresh spawn and a bucket ends wall
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Re: Remove rage

Postby LeeroyJenkns » Fri May 02, 2025 5:13 pm

+1

Rage too expensive, bad gameplay. Just let me punch people
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Re: Remove rage

Postby Robben_DuMarsch » Fri May 02, 2025 9:05 pm

Okay, hear me out.
We spawn everyone on random continents and every time you complete a tree quest you get a random weapon, a rock quest you get a random piece of armor, and toad quests give you care packages of food and curios.

A big wall forms at the edge of a map. The wall is made of Swedish grandmas that try to make you eat lutefisk. As time passes, the ring of grandmas grows tighter and the playable space smaller. If you get close to one, the stench of lutefisk gives you a stacking unhealable permanent wound.

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Re: Remove rage

Postby Dawidio123 » Sat May 03, 2025 2:34 am

SnuggleSnail wrote:I don't think being able to stop anybody who isn't significantly better than you at running from being able to port/walk through gates with a fresh spawn and a bucket ends wall

I feel like you can already do that if you want to either by claiming space or by putting in a few curio in a desk and prepping an alt for a day or two, arguably more effort but if you really wanted to do it you would already. I don't recall that happening when rage cost 30k either so eh, ig in some cases you might be like okay let's plop some aggro alts around that spot if it's free tho.

Okay after some afterthought i just want to not have to quest to get rage in the first hours, do whichever solution provides that ty. Maybe you could make fresh spawns get a debuff for like 8-16h that prevents just aggroing people unless its on their claim (even if it's inactive as per other topic). 16h wait time is probably harsher than getting a 30k lp timewise. Let's make it so if you inherit a character that had a white skull that doesn't trigger or smth along these lines so you cannot mass produce them but also don't get it after inheriting your main.
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