Outlaw debuff improving

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Re: Outlaw debuff improving

Postby shubla » Mon Mar 16, 2020 2:21 pm

easy KO with no combat

The suggestion is to give noobs better ability to get their revenge.
I have not said that there would be no combat. There would be some advantage if the one who left the scents has higher stats than you, to help noobs.
There are indeed some problems with how pvp would work between two parties during things like meteor fights. But maybe some mechanics could be put in place, which make it more difficult to do this.

Oh, this guy just aggro'd someone? Oh <Insert titan name> left a scent? Everyone grab the scent and use it on the character I'm marking for free buffs/ easy KO with no combat / easy kill for no risk.

But think about the current situation, if titan (or anyone really) kills you you can do 0 things. Is that better? We are comparing 1 titan suffering to hundreds of noobs suffering, which one is better?

Most of you seem not to have even read the post, as there are many other things, combat bonus only being one of them...

Of course, most of you are probably sadists who kill noobs every day so you resist all changes to make killing them more difficult anyway!
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Re: Outlaw debuff improving

Postby Zyean » Mon Mar 16, 2020 4:05 pm

Outlawed persons should have a clear, visual effect on them, indicating whether they are outlawed or not.
Outlawed persons should ALWAYS be aggroable by ANYONE.
Aggroing an outlawed person would leave no scent.


Kind of disagree with this, seems to devalue scents a bit, maybe if your perception * exploration is high enough compared to their int * stealth and you have a scent of the person, THEN they can be aggro'd and outlined, but only if you have their scent, or studied it, or something similar

Scents could be used on outlawed people by right clicking them.

Seems good to go with above

If the outlaw is not KO'd, and you right click him with any scent, you would gain some advantage against him in combat, for a few hours. (Thus, giving even weaker statted people ability to get revenge)

I don't think it should work on ANY scent, maybe just above theft?

If the outlaw is not KO'd, and you right click him with a battery scent, he could be KO'd without leaving a scent. (Making ranging and revenge easier)

Agree, with anything Theft and Above

If the outlaw is KO'd and you right click him with a murder scent, he would die, instantly, leaving no scent of murder. (Making ranging and revenge easier)

Kind of disagree with this one, seems like it could be abused and reduces pvp interaction

If the outlaw is KO'd and you right click him with a theft scent, all his items, curiosities, and equipment would drop, leaving no scent of theft.

I think this should only work on items they've stolen personally

Nidbanes could make armor penetrating wounds that take a long time to heal. (Thus, there would actually be some point in sending them, and noobs would maybe get satisfaction when they know they have hurt the baddies at least a bit)

I don't see anything wrong with making nidbanes deadlier, but I don't want the scent faction wars part 2


New item: an amulet that you could wear, then you could right click the amulet with scents to bind the scents to amulet (you could bind as many scents as you like). Then, the amulet would warn you if the preparator gets closer than 500 (or some other good distance) tiles to your location. Amulet would lose its tracking power after the scents binded to it would decay. (Thus, giving ability to avoid attacks from same people in the close future)


This might not be a bad idea

I don't think the current interaction with stealth, int, perception and exploration should be ignored with any concerns related to crime, anyway to make stealth more relevant is a plus imo
Last edited by Zyean on Mon Mar 16, 2020 4:17 pm, edited 3 times in total.
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Re: Outlaw debuff improving

Postby Ysh » Mon Mar 16, 2020 4:10 pm

I think this kind of suggesting undermine rest of gameplay.
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Re: Outlaw debuff improving

Postby loleznub » Mon Mar 16, 2020 4:27 pm

shubla wrote:The suggestion is to give noobs better ability to get their revenge.


This is what nidbanes are for. An alternative for those that don't want to go into PvP and risk their characters for revenge. Anything you do to help a "noob" like this will undoubtedly be abused..

shubla wrote:I have not said that there would be no combat. There would be some advantage if the one who left the scents has higher stats than you, to help noobs.


What?? Did you even read what you wrote?! NANI!? Here, let me show you what you wrote:

shubla wrote:Scents could be used on outlawed people by right clicking them.
If the outlaw is not KO'd, and you right click him with a battery scent, he could be KO'd without leaving a scent.
INSTANT KO, NO COMBAT NEEDED, PROCEED TO STEP 2:
If the outlaw is KO'd and you right click him with a murder scent, he would die, instantly, leaving no scent of murder.

Seems like no combat is needed at all, lmao



shubla wrote:There are indeed some problems with how pvp would work between two parties during things like meteor fights. But maybe some mechanics could be put in place, which make it more difficult to do this.

No, adding in new mechanics to "fix" or "limit" a fundamentally flawed idea is not a solution. Instead of wasting devs time to "fix" an issue that wasn't in the first place an issue it is better to just not add in said thing..

shubla wrote:
Oh, this guy just aggro'd someone? Oh <Insert titan name> left a scent? Everyone grab the scent and use it on the character I'm marking for free buffs/ easy KO with no combat / easy kill for no risk.

But think about the current situation, if titan (or anyone really) kills you you can do 0 things. Is that better? We are comparing 1 titan suffering to hundreds of noobs suffering, which one is better?


Oh, so we should just discount the amount of time not only the person playing said titan has put into the game, but also all of the village mates they have who have no doubt directly helped get this titan to where it was today.

We're likely talking hundreds, if not thousands of cumulative hours at this point in the world, being tossed to the side of character development for the sake of any random sprucecap can get revenge with like 2 hours of work.

shubla wrote:Most of you seem not to have even read the post, as there are many other things, combat bonus only being one of them...


I find this hard to take seriously, given the proof above that you yourself didn't even read what the OP said, and you're the one that wrote it! :lol:

But, Nidbanes could be buffed, sure.
Same with the outlaw condition enabling anyone to outlaw them. That's probably the best thing you said in this post.
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Re: Outlaw debuff improving

Postby terechgracz » Mon Mar 16, 2020 4:46 pm

shubla wrote:
easy KO with no combat

The suggestion is to give noobs better ability to get their revenge.
I have not said that there would be no combat. There would be some advantage if the one who left the scents has higher stats than you, to help noobs.
There are indeed some problems with how pvp would work between two parties during things like meteor fights. But maybe some mechanics could be put in place, which make it more difficult to do this.

Oh, this guy just aggro'd someone? Oh <Insert titan name> left a scent? Everyone grab the scent and use it on the character I'm marking for free buffs/ easy KO with no combat / easy kill for no risk.

But think about the current situation, if titan (or anyone really) kills you you can do 0 things. Is that better?


Yes, it is better, just get friends and get revenge or stop playing haven if you cant accept titans existing.
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Re: Outlaw debuff improving

Postby shubla » Mon Mar 16, 2020 5:07 pm

Outlawed persons should have a clear, visual effect on them, indicating whether they are outlawed or not.
Outlawed persons should ALWAYS be aggroable by ANYONE.
Aggroing an outlawed person would leave no scent.


Kind of disagree with this, seems to devalue scents a bit, maybe if your perception * exploration is high enough compared to their int * stealth and you have a scent of the person, THEN they can be aggro'd and outlined, but only if you have their scent, or studied it, or something similar

Studying scents for bonuses that remain for duration of the scent is a good idea, but studying time should be quite short, (no more than 5 minutes or so).

If the outlaw is not KO'd, and you right click him with any scent, you would gain some advantage against him in combat, for a few hours. (Thus, giving even weaker statted people ability to get revenge)

I don't think it should work on ANY scent, maybe just above theft?

I forgot to add that the advantage should depend on the scent used. For tresspassing, perhaps no bonus. But more severe bonus for murder and a bit less for others.

If the outlaw is not KO'd, and you right click him with a battery scent, he could be KO'd without leaving a scent. (Making ranging and revenge easier)

Agree, with anything Theft and Above

To make point clear: the idea with this is that you could do ranging and attack outlaws, without "outlaw" yourself. (Of course, this should be done in a way that abuse wouldn't be possible)

If the outlaw is KO'd and you right click him with a murder scent, he would die, instantly, leaving no scent of murder. (Making ranging and revenge easier)

Kind of disagree with this one, seems like it could be abused and reduces pvp interaction

This is related to the previous idea, maybe death shouldn't be instant, but then he could be attacked and murdered without leaving scent. (You would still have to murder him yourself)

If the outlaw is KO'd and you right click him with a theft scent, all his items, curiosities, and equipment would drop, leaving no scent of theft.

I think this should only work on items they've stolen personally

This too is related to the idea of being able to get revenge on outlaws without becoming an one, but I'd be ok with limiting it to only stolen items. (of course items could be alt vaulted or put on chests, but this would make it a bit more difficult)

Nidbanes could make armor penetrating wounds that take a long time to heal. (Thus, there would actually be some point in sending them, and noobs would maybe get satisfaction when they know they have hurt the baddies at least a bit)

I don't see anything wrong with making nidbanes deadlier, but I don't want the scent faction wars part 2

They wouldn't have to be deadly, but just more damage inducing, so that there would actually be some harm for the one who they were sent against.

And for the amulet part: perhaps the range of amulet alerting you could depend on exp*perc of the binder(not wearer, so rangers could offer their services) against stealth*int of the outlaw.

--------------------------------------
loleznub wrote:
shubla wrote:The suggestion is to give noobs better ability to get their revenge.


This is what nidbanes are for. An alternative for those that don't want to go into PvP and risk their characters for revenge. Anything you do to help a "noob" like this will undoubtedly be abused..

Currently, nidbanes are useless. And having more ways to get revenge is always nice. Also, the ideas that I suggested could encourage ranging as a profession and rangers to offer their services to noobs. ( Amulet binding etc.)

shubla wrote:Scents could be used on outlawed people by right clicking them.
If the outlaw is not KO'd, and you right click him with a battery scent, he could be KO'd without leaving a scent.
INSTANT KO, NO COMBAT NEEDED, PROCEED TO STEP 2:
If the outlaw is KO'd and you right click him with a murder scent, he would die, instantly, leaving no scent of murder.

Seems like no combat is needed at all, lmao

Maybe I didn't write it clearly enough:
he COULD be KO'd, so: you would still have to fight him, but if you are able to KO him in the fight, then that wouldn't leave a scent.
Murder part is just to avoid leaving scent of murder when killing him (if he left murder scent), perhaps the death shouldn't be instant, as mentioned on my comments above.


shubla wrote:
Oh, this guy just aggro'd someone? Oh <Insert titan name> left a scent? Everyone grab the scent and use it on the character I'm marking for free buffs/ easy KO with no combat / easy kill for no risk.

But think about the current situation, if titan (or anyone really) kills you you can do 0 things. Is that better? We are comparing 1 titan suffering to hundreds of noobs suffering, which one is better?


Oh, so we should just discount the amount of time not only the person playing said titan has put into the game, but also all of the village mates they have who have no doubt directly helped get this titan to where it was today.

We're likely talking hundreds, if not thousands of cumulative hours at this point in the world, being tossed to the side of character development for the sake of any random sprucecap can get revenge with like 2 hours of work.

It's not only 2 hour old sprucecaps. There are plenty of people. who spend a LOT time in the game, but are still currently unable to fight against at all. I'd pick 10 sprucecaps playing 10 hours weekly rather than 1 titan playing 100 hours weekly any time!
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Re: Outlaw debuff improving

Postby maze » Mon Mar 16, 2020 5:31 pm

shubla wrote:Outlawed persons should have a clear, visual effect on them, indicating whether they are outlawed or not.

Outlawed persons should ALWAYS be aggroable by ANYONE.


I like this part.
I'm not sure how to go about the visual effect to not look weird and out of place in haven.

But outlawed person should always be aggroable. I do like.
I'd rather players have to pick up a cheap ranger skill (The Vigilant defender) it would allow the to aggro outlaws only.
with that you would need to refine the aggro system; Aggressor, defender, ranger.
So that a hole group can't just ping-pong off eachother.

So that makes rage players have to think about early world ganking cuz they cant just catch newbie or groups in 1+ on 1 battles.

and I really doubt at the point people would be able to abuse it. if you want to move someone kill them. if you want a passive pansy slap feast then just sit there pushing eachother.

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Re: Outlaw debuff improving

Postby loleznub » Mon Mar 16, 2020 6:15 pm

Honestly, I'm of the opinion that if the arguement is "sprucecaps are helpless against titans themselves, so we should add in benefits" then the answer is 100% always a hard no. That's when you go talk to some of the big factions. Contrary to popular belief, big factions will indeed help you for little to nothing when it comes to getting kills / the chance to pvp.

Additionally, this problem of "titans" isn't even as big as the worlds previous but a long shot. With the 1/2 rule it's remarkably easy for even a dirty casual player to produce a fighter that can fight on par with a titan. For instance, I'm not in a big faction and am essentially playing as a hermit with a few friends, but I still have 85 base UA on my hunter (365k LP). That means I could go 1:1 with a player that has up to 170 base UA (1.45M LP). That means at a base level, to gain a significant advantage over me in combat they have to spend more than 4x the amount of LP I am. (Not bringing in gilds for the sake of simplicity and my point, but generally speaking it's easier to cap a lower number of UA than it is to cap a hgih number of UA so again, would be benefiting the little guy). This calculation will continue in this exponential way.

Base line is, with the new features of this world, it's realistic that anyone already can fight against the big titans. YOU just have to put in the work to do so. Go get some friends you sprucecaps, this world is your chance to shine!
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Re: Outlaw debuff improving

Postby xdragonlord18 » Mon Mar 16, 2020 8:30 pm

loleznub wrote:Base line is, with the new features of this world, it's realistic that anyone already can fight against the big titans. YOU just have to put in the work to do so. Go get some friends you sprucecaps, this world is your chance to shine!


The changes didn't affect Str, Agi or Con and the problem with "big titans" (read: players from large factions) is not that they are just too strong but that they also bring more people to the fights. This game's entire PVP system is too flawed to be made any better by merely changing one part of it.
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