Scents, nidbanes etc.

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

Re: Scents, nidbanes etc.

Postby Kaios » Thu Jan 26, 2017 3:49 pm

Hrenli wrote:If they are hostile they are leaving scents. Send nidbanes on them if you want, there are options. Maybe not very good and bright, but they are options nevertheless.


Nidbanes are garbage, stop listening to the murderers
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Re: Scents, nidbanes etc.

Postby ydex » Thu Jan 26, 2017 3:58 pm

jut remove the ghosts. problem solved
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Re: Scents, nidbanes etc.

Postby Kaios » Thu Jan 26, 2017 4:00 pm

loftar wrote:Indeed. It is in fact so that the non-aggroing party does not leave a Battery scent for knocking the other party out, but continuing from there and killing him still leaves a Murder scent.


What is the point of this? No one is complaining about nidbanes sent on battery scents they are complaining about nidbanes sent on murder scents. It is not reasonable that Group X can take 2+ guys and go out sprucecap killing every day with near impunity while those same sprucecaps end up dead if they murder their attacker.

How does that make sense??? Please explain the logic.
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Re: Scents, nidbanes etc.

Postby sMartins » Thu Jan 26, 2017 4:13 pm

Seraphimos wrote:So you say only option to live near hostile group (if i dont want to be criminal), is to knock them down and run away? Untill they finally manage to gang you successfully? Im living in peace, im not harming anyone, yet my alt dead (im only sorry for full combat deck, farm new take aim is pain in the ass) and not becouse i could not protect myself against other players, just becouse system decided that im criminal.
My thoughts that if you initiate combat with random guy, you should be ready for consequences. And the problem here, that anyone can find that scent and send nidbanes just for lulz or track you thinking that you are criminal.

I really want to hear thoughts against my opinion.


I'm with you, I understand what you mean and I agree, but also I agree with devs about murder being always a crime, let's say they wanted only to KOed you to steal your stuff, not killing you....but you murdered him? many different scenarios could happen...
I think, as I already wrote, that some major debuff from being KOed in PVP could be an option....but at the same time if you unbalance the system on one side you are opening the door for exploits....so I guess it's more hard than what we are thinking now to solve this....
The opposite scenario typically is when the attackers is the good one, like when you have some troll around your base griefing,etc...so you need to attack to stop him....and from what you are saying, then the griefer can kill you without scents?
Last edited by sMartins on Thu Jan 26, 2017 4:18 pm, edited 1 time in total.
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Re: Scents, nidbanes etc.

Postby Kaios » Thu Jan 26, 2017 4:18 pm

How the fuck is it hard to solve? Perp aggros you, you kill him. You aren't a murderer because you've defended yourself. Don't give me that shit about murder being murder because 1. It's a fucking a game and 2. How many times do I have tell you guys if you don't kill him he's gonna kill you back. Are we even playing the same game because you're acting like this is friendly hello kitty happy time, it's not.

If they wanted to only KO you and steal your stuff too bad for them maybe they shouldn't be doing that in the first place and if they lose the fight they deserve to lose their character for me there is no question about that.
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Re: Scents, nidbanes etc.

Postby sMartins » Thu Jan 26, 2017 4:19 pm

read better and think better...unbalancing the system is very dangerous
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Re: Scents, nidbanes etc.

Postby Kaios » Thu Jan 26, 2017 4:20 pm

Kaios wrote:What is the point of this? No one is complaining about nidbanes sent on battery scents they are complaining about nidbanes sent on murder scents. It is not reasonable that Group X can take 2+ guys and go out sprucecap killing every day with near impunity while those same sprucecaps end up dead if they murder their attacker.

How does that make sense??? Please explain the logic.


explain or shut up plz, I'm thinking just fine
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Re: Scents, nidbanes etc.

Postby Seraphimos » Thu Jan 26, 2017 4:21 pm

Kaios wrote:How the fuck is it hard to solve? Perp aggros you, you kill him. You aren't a murderer because you've defended yourself. Don't give me that shit about murder being murder because 1. It's a fucking a game and 2. How many times do I have tell you guys if you don't kill him he's gonna kill you back. Are we even playing the same game because you're acting like this is friendly hello kitty happy time, it's not.

If they wanted to only KO you and steal your stuff too bad for them maybe they shouldn't be doing that in the first place and if they lose the fight they deserve to lose their character for me there is no question about that.

My thoughts exactly.
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Re: Scents, nidbanes etc.

Postby sMartins » Thu Jan 26, 2017 4:25 pm

It's way more complex than this.

sMartins wrote:The opposite scenario typically is when the attackers is the good one, like when you have some troll around your base griefing,etc...so you need to attack to stop him....and from what you are saying, then the griefer can kill you without scents?


And probably there are even much more scenarios i'm not thinking of, but devs know!
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Re: Scents, nidbanes etc.

Postby Kaios » Thu Jan 26, 2017 4:27 pm

Yes and they changed that by introducing the rage requirement, if the character has rage then there you go I guess it's worthy of the murder scent. If the character doesn't have rage and ends up killing you anyways, you're bad.

And besides, your point is that murder is still murder right? So what would that matter anyways if you had your way.
Last edited by Kaios on Thu Jan 26, 2017 4:30 pm, edited 1 time in total.
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