Scents are dumb

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

Re: Scents are dumb

Postby Hasta » Sat Jul 30, 2016 1:58 am

Jesus_Smith_Nandez wrote:Why are you personally insulting me when i gave a suggestion you twat
Maybe if u had any idea how to play and could afford rage you would understand the pain xd


Unlike you, I didn't insult you more than you did yourself copypasting misspelled word.

Your "suggestion" is "scents are dumb". That's not a suggestion, that's your opinion, so - criticism at best. I told you that you should not compare old worlds' mechanics to current one, and that in it's current state scents system is very much balanced.

I may pop by later for a quick display of me being perfectly able to purchase Rage skill. Toodle-o =)
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Re: Scents are dumb

Postby Jesus_Smith_Nandez » Sat Jul 30, 2016 2:04 am

Hasta wrote:
Jesus_Smith_Nandez wrote:Why are you personally insulting me when i gave a suggestion you twat
Maybe if u had any idea how to play and could afford rage you would understand the pain xd


Unlike you, I didn't insult you more than you did yourself copypasting misspelled word.

Your "suggestion" is "scents are dumb". That's not a suggestion, that's your opinion, so - criticism at best. I told you that you should not compare old worlds' mechanics to current one, and that in it's current state scents system is very much balanced.

I may pop by later for a quick display of me being perfectly able to purchase Rage skill. Toodle-o =)

I bet you only speak one language xd
person who does not leave scents is here to tell everyone how balanced scents are. You have no authority on the matter. The point is it has gotten gradually worse and is now at the point where it's not worth bashing a roundpole fence to get into someones claim because the penalty for a vandal scent is so brutal. Why would I even leave my walls and explore if every time opportunity rears it's head I'm unable to capitalise because the game mechanics are so unbearably punishing to that one specific playstyle? There are barely any forum posts about noobs being raided and the moot is dead because it's not even worth bothering with.
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Re: Scents are dumb

Postby Hasta » Sat Jul 30, 2016 2:10 am

Jesus_Smith_Nandez wrote:because the penalty for a vandal scent is so brutal

In what way not being able to teleport for an hour is brutal? Please don't tell me you're afraid of vandalism nidbanes.
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Re: Scents are dumb

Postby Grog » Sat Jul 30, 2016 2:23 am

Your last post reads like you are complaining that you can't terrorize noobs because you are too scared to do so, Jesus.

Is that intended?

Also Hasta is not a native speaker, so I'm pretty sure he is speaking more than one language. His English (I assume his second language) is quite good, don't you think?
Last edited by Grog on Sat Jul 30, 2016 2:26 am, edited 1 time in total.
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Re: Scents are dumb

Postby Ysh » Sat Jul 30, 2016 2:26 am

Just have vault away from main base and use alt for leaving smells. I do not think this is hard.
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Re: Scents are dumb

Postby infectedking » Sat Jul 30, 2016 2:54 am

Jesus_Smith_Nandez wrote:Leaving scents prevents you from travelling using charter stones for around a week.

This I feel is a little bullshit, they want combat and fights to keep the player base but for those who fight, they take away the most efficient way of transport, unless you like fighting once every 7-10days, then that's all cool.
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Re: Scents are dumb

Postby Grog » Sat Jul 30, 2016 2:58 am

infectedking wrote:
Jesus_Smith_Nandez wrote:Leaving scents prevents you from travelling using charter stones for around a week.

This I feel is a little bullshit, they want combat and fights to keep the player base but for those who fight, they take away the most efficient way of transport, unless you like fighting once every 7-10days, then that's all cool.

Well. Porting into a hearthvault Isn't really fighting either, is it?
Where exactly would you need a charterstone to fight after leaving a scent?
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Re: Scents are dumb

Postby infectedking » Sat Jul 30, 2016 3:02 am

Grog wrote:
infectedking wrote:Well. Porting into a hearthvault Isn't really fighting either, is it?
Where exactly would you need a charterstone to fight after leaving a scent?

I'm okay with the 1hour port timer, I think it made it more fair from my experiences during w7, AD would kill a nub or a straggler than just port away (like they did end of w7). But charter stones are used for transport, you could use it to get to the fight area way faster than roads could take you, allows you more mobility in that way to get to the fight without ruining the fight itself.
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Re: Scents are dumb

Postby Grog » Sat Jul 30, 2016 3:10 am

infectedking wrote:
Grog wrote:
infectedking wrote:Well. Porting into a hearthvault Isn't really fighting either, is it?
Where exactly would you need a charterstone to fight after leaving a scent?

I'm okay with the 1hour port timer, I think it made it more fair from my experiences during w7, AD would kill a nub or a straggler than just port away (like they did end of w7). But charter stones are used for transport, you could use it to get to the fight area way faster than roads could take you, allows you more mobility in that way to get to the fight without ruining the fight itself.

But defenders would not be restricted and attackers would be at (or =the) scene anyways.
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Re: Scents are dumb

Postby infectedking » Sat Jul 30, 2016 3:17 am

Grog wrote:But defenders would not be restricted and attackers would be at (or =the) scene anyways.

What if the defenders have recently left scents in the defending area, then let's say an ally of their is under attack? Simple terms they would use the charter, but it's blocked or atleast some of their people are due to scents left at the last defending place. It just makes travelling for combat that much harder since they removed Crossroads.
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