Criminal acts should give wounds

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

Criminal acts should give wounds

Postby Potjeh » Wed Aug 19, 2026 6:14 pm

So people are forced to consider how far they want to go with griefing a hermitage instead of just defaulting to razing it to the ground completely. Basically, every time you leave a scent you should pay a fine in HHP proportional to the severity of the scent. It should be managable if you're just KO-ing one or two people every couple of days, but not if you're spending all your time just griefing people. The wound should heal on it's own fairly slowly (like one RL day to heal one assault + battery scent worth) and there should be no treatment available for it, not even with alchemy. The wound could also debuff stealth to make it easier to track particularly aggressive people. Flavor wise I guess the wound could be "Guilty Conscience" or something like that.
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Re: Criminal acts should give wounds

Postby Audiosmurf » Wed Aug 19, 2026 6:16 pm

It's good idea but expect status quo retards to dogpile in here saying they'll just make more alts
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Re: Criminal acts should give wounds

Postby SnuggleSnail » Wed Aug 19, 2026 6:19 pm

reminder that every world that had population growth over the previous world was when PVP was accessible and fun
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Re: Criminal acts should give wounds

Postby Potjeh » Wed Aug 19, 2026 6:20 pm

How does losing a bit of HHP to a wound that heals on it's own make PvP less accessible?
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Re: Criminal acts should give wounds

Postby linkfanpc » Wed Aug 19, 2026 6:21 pm

yes they will make more alts but that's not really a reason to not do it. if you really want to game the system like that it's your prerogative. plus, the point is that a thief who wastes time committing unnecessary crimes is more vulnerable and so the thief alt might get killed and that wastes their time even if only a little.

the thing about prolific thieves being progressively easier to track is also a good idea. MAKE SCENTS STACK!

SnuggleSnail wrote:reminder that every world that had population growth over the previous world was when PVP was accessible and fun


note this means actual PvP not wanton griefing. this idea is good but it does kind of sweep under the rug the fact that the PvP/crime system is still only useful for obliterating people 10x weaker than you and the bigger solution is making pvp/thieving/raiding something anyone can participate in. the problem right now is not that there's too much PvP, it's that there's not enough PvP and too much griefing.
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Re: Criminal acts should give wounds

Postby SnuggleSnail » Wed Aug 19, 2026 6:28 pm

there's too much boring griefing that's just people's will/time grinding against each other like road bashing, realms, siege, and claim spamming

when nonek KOs some hermit for fun and then that hermit PMs me and I kill nonek I think that's good and doesn't happen enough actually
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Re: Criminal acts should give wounds

Postby linkfanpc » Wed Aug 19, 2026 6:33 pm

SnuggleSnail wrote:there's too much boring griefing that's just people's will/time grinding against each other like road bashing, realms, siege, and claim spamming

when nonek KOs some hermit for fun and then that hermit PMs me and I kill nonek I think that's good and doesn't happen enough actually


yeap there will always be people too weak or cowardly to defend themselves and thats a natural and healthy part of the game's social system. but currently it's hard not to be "cowardly" especially in the super early game when nobody has palisades and, for the 1000th time, real revenge leaves you outlaw'd and liable to be true killed.
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Re: Criminal acts should give wounds

Postby IsThisRad » Wed Aug 19, 2026 7:00 pm

SnuggleSnail wrote:when nonek KOs some hermit for fun and then that hermit PMs me and I kill nonek I think that's good and doesn't happen enough actually

I feel like this is a good interaction that should be integrated into the game. Some kind of player-driven bounty system where getting Outlawed allows other players who have attained crime scents to place proportional LP/item/whatever bounties on the offending criminal

linkfanpc wrote:...real revenge leaves you outlaw'd and liable to be true killed.

They really really should do something about this
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Re: Criminal acts should give wounds

Postby Kaios » Wed Aug 19, 2026 7:07 pm

I was thinking about something along the lines of criminal actions applying a debuff on a timer, the increase of the timer being based on the severity of the crime committed and perhaps other factors like overall number of crimes, recent crime activity, etc. The debuff would multiply the SHP damage applied when a criminal act is performed, becoming more severe (greater multiplicative effect) as the crime spree continues. The intended purpose being that in scenarios such as raiding it would hopefully force a choice between spending more time and effort to loot and destroy or to be more selective when it comes to choosing what to steal/wreck rather than simply being able to do both with ease.
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Re: Criminal acts should give wounds

Postby Mr_Bober » Wed Aug 19, 2026 7:34 pm

SnuggleSnail wrote:reminder that every world that had population growth over the previous world was when PVP was accessible and fun

PVP needs a reason other than ruin someone's day to be fun for most people.
Realms were supposed to be it, whole factions waging war over land. It went very poorly, as only Realm owners care to grab land, the villagers inside keep carrying on. Doesn't matter who covers your region, as you're not involved in any of it. And doesn't matter if someone else takes over, as again you're not involved.

Revenge isn't really a thing anymore.
Criminals are safely hidden behind palisades that nobody will siege, as siege is pretty much dead.
Not even other PVP factions will put in the time and effort required to siege their enemies.
When it comes to revenge, best you can hope for is for the fucker that killed you to maybe get KOed at some point. But as you and your fellow PVP people always say, death is pretty much inconsequential at your levels.

So realms are useless and revenge/siege not possible. What's left, other than griefing? Sword tag, to see who has more water or clicks critters best?

As for accessibility, anyone getting into PVP on their own is fucked from the start.
If you want to make PVP accessible, you guys should start recruiting noobs and take them with you on your little adventures. Maybe they'd have fun, knowing even if they get koed or die they have your whole village behind them.
But that will never happen, as you'd get sabotaged in no time since each one of you would send a fake noob in each one of your enemies villages just to grief from the inside.

The only form of PVP, which most of the time is PV_, that brings some benefit to anyone doing it is theft. And I say PV_ because more often than not people do it while the victim is offline.
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