Simple Nidbane Rework List

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Simple Nidbane Rework List

Postby LostJustice » Fri Mar 10, 2017 4:40 pm

Currently the issue is players are getting killed and making it hard for new players to join the game and as most know, haven is not a forgiving community when it comes to survival. A lot of these deaths are random people just going around and killing spruce caps and other hermits minus the faction vs faction fights which gives these people an excessive lead and relentless terror to hearthlings that are simply trying to join this game and play this game but rather are chased away because they lose hope to gain any progress in the game.

Some of the reworks on scents and additions of nidbanes has managed to provide some consequences for the actions of the criminals however nidbanes flaws and bugs have been noticed and now are being abused causing nidbanes to be almost somewhat useless. I do feel that making rage character required to summon a nidbane was a useful thing as well to prevent the opposite from happening and prevent nidbane spamming. A lot of people suggest making nidbanes stronger and I do not think this is a problem. As stated from the wiki, a nidbane has 1.2x the strength of the murderer's stats and other criminal scents have a lesser effect than 1. I think this is fair and quite reasonable and does not make nidbanes an impossible foe. The suggestions I think would effectively make nidbanes an effective tool is only two things.

1. Remove the quality soft cap and make nidbanes solely based on the criminal's stats.

If criminal committed murder, let the nidbanes stats simply be 1.2x the criminals stats. This is one problem with nidbanes because a lot of times it is one or two hermits trying to nidbane a group of raiders. Simply to state, the hermits (unless they play 24/7 and especially after they die) cannot produce a reasonable quality nidbane to effectively provide reasonable consequences to the desired targets without softcapping the nidbanes hence why there may seem like a large gap in nidbane strength.

2. Make it so nidbanes can only fight their target and others cannot fight the nidbane other than the target.

If someone is nidbaned and they are part of a large group, then simply they log on alts or get friends that hit the nidbane and fight it with them. This just makes the nidbane basically another ganked sprucecap, simply out numbered and outgunned while the target is unscratched.

3. Make it so your openings reset to 0 after each nidbane you kill (or you can only fight one at a time?).

This is just to prevent nidbane spam. Some factions may abuse this in faction to faction warfare.

4. Fix nidbane stair exploit as mentioned in this thread below.

Please, this just needs a fix.

I feel like these changes would bring effective consequences to people who deserve them and fix the often problematic nidbane choice provided to hearthlings without requiring too much of a rework or overhaul of nidbanes.
Last edited by LostJustice on Fri Mar 10, 2017 9:08 pm, edited 2 times in total.
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Re: Simple Nidbane Rework

Postby NOOBY93 » Fri Mar 10, 2017 4:43 pm

Openings need to reset to 0 after each nidbane you kill
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Re: Simple Nidbane Rework

Postby LostJustice » Fri Mar 10, 2017 4:46 pm

NOOBY93 wrote:Openings need to reset to 0 after each nidbane you kill


Yes this too, to prevent nidbane spam kills.
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Re: Simple Nidbane Rework

Postby reebz » Fri Mar 10, 2017 5:10 pm

pathetic post. nidbanes working as intended.

if you remove softcap and only the criminal can fight the nidbane, a boosted nidbane will guaranteed kill you.
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Re: Simple Nidbane Rework

Postby LostJustice » Fri Mar 10, 2017 5:22 pm

reebz wrote:pathetic post. nidbanes working as intended.

if you remove softcap and only the criminal can fight the nidbane, a boosted nidbane will guaranteed kill you.


Not sure why you think this is a pathetic post nor the need for hostility?

And no it does not guarantee a kill, this is simply not true. People kill trolls which have much better stats than they do (solo challenge) and if you asked any experienced fighter, they kill others which are 1.2x or even 2x stronger than they are if you are decent and actually know combat and do not rely on just better stats. Fighters even spar people that are better than them. So I am failing to see your point?
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Re: Simple Nidbane Rework

Postby jordancoles » Fri Mar 10, 2017 5:58 pm

They need to fix the exploits involved in killing them before anything else
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Re: Simple Nidbane Rework

Postby LostJustice » Fri Mar 10, 2017 6:23 pm

jordancoles wrote:They need to fix the exploits involved in killing them before anything else


Yes, hence why I added to only allow the person targetted to fight them. Also other exploits do need to be fixed. I will add that to the list.
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Re: Simple Nidbane Rework

Postby r21187 » Fri Mar 10, 2017 6:26 pm

LostJustice wrote:1. Remove the quality soft cap and make nidbanes solely based on the criminal's stats.


I like the idea is way too hard to create even 1 nidbane to now even if i have the luck to get all what require i make one so low level wont do a thing

LostJustice wrote:2. Make it so nidbanes can only fight their target and others cannot fight the nidbane other than the target.


This is quite important and i think that if they MURDER someone they should at last in a way be ready to something like that but in then wont be a fair fight if the player is like weak cause a fight or something so maybe make the nidbane wait he recover at last a 75% or 80% of his health before start a fight so they will live with less than that for evade a fight and being hunted lets say if he recover that kind of level of health a debuff and a nidbane folo him for at last 20 days

LostJustice wrote:3. Make it so your openings reset to 0 after each nidbane you kill (or you can only fight one at a time?).


i have 0 idea of what means that of openingins and "coins" and all stuff of combat but anything that makes harder to kill and fight a nidbane is great just lets thing if they fight only 1 each time there should be a way to stop nidbane spaming kills maybe that if a nidbane kills a player and the player that sent a nidbane sents more than 1 the nidbane will back with x2 of the stats of the target to attack the stone were was created and the alt who sent too many
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Re: Simple Nidbane Rework

Postby Fierce_Deity » Fri Mar 10, 2017 6:44 pm

Theres another problem with nidbanes that isn't brought up often, most likely because most people have not fought a nidbane. Earlier this world a nidbane of exceptional strength was beating on one of our village mates, it had clearly been buffed with hearth magic. The nidbanes that came after it were significantly weaker. Anyways, that superbane wasn't any threat to us because of a silly thing houses let you do. If we couldn't cheese it with houses, it would of creamed my mate.
If in a house, nidbanes do not travel up and down stairs in the way players do. Since houses are really just pocket dimensions with all floors of the house in it, just off screen the nidbane actually flies from room to room. Doing this lets you just pop up and down as you need to fix your defenses, or gain IP on him. Doing this right makes any nidbane threat nonexistent, even if you are fighting it solo you can eventually work its bars up. Unless nidbanes learn how to use stairs, I just don't see them becoming a significant threat. Sure, they might catch you outside, but if you are anywhere near a building you are in the clear.
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Re: Simple Nidbane Rework

Postby bmjclark » Fri Mar 10, 2017 7:11 pm

Honestly can't imagine a world where nidbanes are either not a threat or grossly overpowered. I'd rather them be not a threat because killing a very well stated character for the low price of 1 bar of metal and a wax is insane.
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