yearly incoherent QoL requests, PVP edition

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

Re: yearly incoherent QoL requests, PVP edition

Postby talon00302 » Fri Mar 28, 2025 12:08 am

If the person is redhanded the scents should glow in your inventory so you don't waste your time. Add in footprints of where the scented person travels for fluff when you track.
User avatar
talon00302
 
Posts: 516
Joined: Sun Apr 15, 2012 8:30 pm

Re: yearly incoherent QoL requests, PVP edition

Postby linkfanpc » Fri Mar 28, 2025 4:42 pm

insane that you can say "tracking is stupid and should be more effective" and people will still cry griefer depending entirely on who you are

+1 to most of that
Total misplay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

W7: Semi-Hermit
W8: Semi-Hermit
W9-15: Lawspeaker of villages of myself-4 people.
W16: Hermit
User avatar
linkfanpc
 
Posts: 2157
Joined: Wed Aug 05, 2015 7:07 pm
Location: A Cabin

Re: yearly incoherent QoL requests, PVP edition

Postby DonVelD » Fri Mar 28, 2025 5:19 pm

its very apparent that every shitass that joins in and says "umm no, this is le bad but i wont say why" is screaming no because le snail
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
DonVelD
 
Posts: 1848
Joined: Sun Jun 11, 2017 12:37 pm
Location: @ your fenced base W/ a boar

Re: yearly incoherent QoL requests, PVP edition

Postby animary » Mon Mar 31, 2025 1:10 am

"Make locked doors stay unlocked for 30 seconds - 1 minute after somebody enters/exits"

So players cannot run to safety when attacked? Just do away with locks, would be simpler. Even easier, once someone is attacked they are rooted to the spot so you don't have to chase them.
animary
 
Posts: 234
Joined: Wed Feb 23, 2011 4:05 am
Location: Ohio

Re: yearly incoherent QoL requests, PVP edition

Postby animary » Mon Mar 31, 2025 1:14 am

"Do something to prevent people from making safepalis literally 3 fucking tiles from every relevant thingwall in the game as has been the case for years now"

I propose a safe area a certain radius around thingwalls. No landscaping, chopping, mining, building, or claims within this radius. And thingwall would act as a visitor gate within that radius.
animary
 
Posts: 234
Joined: Wed Feb 23, 2011 4:05 am
Location: Ohio

Re: yearly incoherent QoL requests, PVP edition

Postby animary » Mon Mar 31, 2025 1:19 am

"Raise aggro range to be render distance"

Naturally I feel the opposite, lol. Lower it so when I see a white arrow on the map I have a chance to hearth before they attack. (If there were no auto-attack script I might feel differently.)
animary
 
Posts: 234
Joined: Wed Feb 23, 2011 4:05 am
Location: Ohio

Re: yearly incoherent QoL requests, PVP edition

Postby thomas_ewing » Mon Mar 31, 2025 2:30 am

I really know better, but what the hell:

SnuggleSnail wrote:If you'd like to pick a single bullet point I'd be happy to explain why you're wrong


How would any of these make pvp more fun for anyone but the attacking griefer:

Raise aggro range to be render distance (if you do this you have to raise raw hide dist too or things will be fucked) < big 1 for tracking outlaws
Raise raw hide distance to be equal to render, if not a bit more
Raise base grievous damage to 50%
Make locked doors stay unlocked for 30 seconds - 1 minute after somebody enters/exits

How would these changes do anything other than lock realms behind the one or two pvp factions that want to stomp the others:

Free thingwall travel directly to any challenged thingwall from any other thingwall
Make challenging a thingwall require murderous rage be active, but only if the above 1 happens as well
Make challenging a thingwall redhand you, but only if the above happen as well 2 else it will be pointless

I already regret this post.
thomas_ewing
 
Posts: 84
Joined: Fri May 01, 2015 1:25 am

Re: yearly incoherent QoL requests, PVP edition

Postby SnuggleSnail » Mon Mar 31, 2025 4:10 am

Okay, well that's seven things but I don't see you as a retard so I will do the cringe 14 quote replies 27 tangents bullshit for 1 post.

> bigger aggro range
In and of itself it will not have much on an effect. To you escape need to either hearth behind something that blocks line of sight, get to a pali, or get to a boat. A higher aggro range has a negligible effect on all of these methods for reasons obvious enough I assume I don't need to explain?

The use case here is that in conjunction with slowing vehicle when passengers are in aggro makes tracking criminals _drastically_ easier. As it is if you want to track somebody when they're out doing whatever, 99.9% of the time they're on a snekkja on the other side of the world. The results in the only way you have a chance of catching them being to teleport there and build a snekkja, or sail towards them for several hours praying they don't port the whole time. Meanwhile, if I just want to kill RANDOM people I'll already be on a snekkja sailing in a random direction - so it doesn't make ganking regular people any easier.

I'm probably the literal easiest person in the game to track. I have scents all over the map in high traffic areas all of the time, I even post my murder scents with map included on the haven discord constantly. Regardless of this, because of how much effort it is to track I've being ganked/tracked by 'real' people exactly zero times this world.

Murderhobos like me would be a lot less effective at murderhoboing if they had to worry about dying a bit. I would not have been in murderous rage on 1-5 characters all world if I got ganked occasionally.


>Raise raw hide distance to be equal to render
This is a buff to people trying to escape. Horses are used extensively in ganks already, and this would make them a bit weaker. I only suggest this because horses would be too strong if people have a bigger aggro range but rawhide isn't increased.


>Raise base grievous damage to 50%
Would make fighters die more. I'm already going to be using murderous rage vs. shitters 99.9% of the time.


>Make locked doors stay unlocked for 30 seconds - 1 minute after somebody enters/exits // all safepali related suggestions

I can see why people would intuitively think this would be bad for average players, but it's rly not.

Safepalis are only effective for groups that use them well, and or are spooky to run in because they might have 12 guys to login to beat your ass if you run in. Basically the top 5% of villages if not less. For the remaining 95% safepalis probably mean they escape a little more, but die A LOT more. Enclosed spaces are bad for being alive.


This is from like 2 days ago. I think this guy would've lived if he just ran away outside, but instead he gaytrapped himself.

If I want to kill people those 5% of villages being ungankable because of their safepalis doesn't reduce the amount of people I kill, it just means I go somewhere else. The same quantity of people get fucked with, it's just that the game's mechanics are encouraging you to go for weaker, less experienced players. Which is bad, right? You're from a huge village that has people with PVP experience, a private client, bots, etc. The game should encourage me to attack you, or AD, or spits instead of people who've been playing for 3 months. That's good for regular players.

Additionally, less skilled murderhobos absolutely love spamming safepalis everywhere. People like nonek, ainran, spitsberg, me from world 12 shit out palisades everywhere and have a get out of jail free card whenever they're tracked after murdering some hermit. I must've run to a safepali 10 times for each time somebody I attacked escaped with one. Bad for regular players.


> Realm shit requiring combat + stakes

Ye, you got me there that's probably bad for non-PVP orientated players who want realms. There are only 2 strictly PVP 'things' in the game, realm and meteors, and I personally think it would be cool if they actually required PVP instead of just being tedious alt spam/timers/logistics. More thins to encourage people to fight people their own size, instead of sailing around killing randoms.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2964
Joined: Sat Oct 12, 2013 4:04 pm

Re: yearly incoherent QoL requests, PVP edition

Postby Thuzzy » Mon Mar 31, 2025 3:40 pm

Even if tracking were improved, experienced criminals will still easily evade most ganks that don’t involve some form of trap, given how easy it is to escape on land
SnuggleSnail wrote:> bigger aggro range
In and of itself it will not have much on an effect. To you escape need to either hearth behind something that blocks line of sight, get to a pali, or get to a boat. A higher aggro range has a negligible effect on all of these methods for reasons obvious enough I assume I don't need to explain?

With the current aggro range you can also get inside a burrow or cave and hearth back.
User avatar
Thuzzy
 
Posts: 85
Joined: Mon Jun 01, 2015 9:25 pm

Re: yearly incoherent QoL requests, PVP edition

Postby SnuggleSnail » Mon Mar 31, 2025 3:55 pm

Not sure why you mention burrows/caves? It's 1:1 the same as hearthing behind a tree. Feels like you're just going to needlessly confuse people.

Going from literally never being attacked to only escaping most land ganks is a huge leap, especially within the context of being in murderous rage 24/7. MIGHT EVEN MAKE SOME MURDERHOS PLAY A BIT SAFER??? Not to mention ganks between roughly equal parties sometimes end in fights, usually between people who would otherwise be doing murderhobo shit.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2964
Joined: Sat Oct 12, 2013 4:04 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Jetgum and 37 guests