Crime & Punishment: Holmgang

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

Re: Crime & Punishment: Holmgang

Postby SpacePig » Sun Nov 10, 2024 11:20 pm

vatas wrote:Killing an obvious spy alt is arguably self-defence.
Game/automatic system can not tell a part "spy alt" and "legitimate sprucecap."
Criminalizing self-defence is a bad idea. (Arguably game already does this, you get no leniency if you KO someone despite not being the one who started the fight.


And what will killing a spy give you now, it's just a player running around your village. If it's a spy, what's stopping you from making 20 of them? You don't win anything by killing one. It doesn't protect you in any way.

This wasn't about an attack at all!

Murders, theft and robbery of bodies, vandalism - this is what should criminalize the player for life.
Deprive him of the right to make a claim and set a fire on claim.
here you can also add the destruction of a boat in which other people are sitting.

if a player died because he fell in battle, this is a different situation.
SpacePig
 
Posts: 77
Joined: Sat Dec 21, 2019 9:09 pm

Re: Crime & Punishment: Holmgang

Postby jock » Mon Nov 11, 2024 1:47 am

jorb wrote:Problem: Since W3 and the removal of brick bashers there hasn't been real consequences to crime. Criminals roam free. You hate to see it.

Solution: Holmgang

Core Pitch:
  • Grievous Crime scents can be used to construct a Holmgang totem by a Thingwall near the offender's hearth.
  • The totem must be destroyed within 10 ingame days (or somesuch), or the challenged character dies of shame and cringe.
  • The totem can only be destroyed for 20 minutes around High Noon ingame, and only by the challenged character.
  • A character can only be challenged by one totem at any given time. Crime scents allow you to track down the existing challenge if there is one.

Debatable details:
  • Murder or some other significant skill is required to construct the challenge, and the challenger takes 20% of health permanent shame wound should it fall.

The original idea was suggested to me by a player. Pretty keen. Incentives do not seem too perverse. Please consider.

That's it. That's the tweet.


This would just make any small gang pvpers worse of than large gang pvpers. Murder/Theft/Battery should just give you a scaling LP+exp+Fep reduction and make you open to be engaged for much longer without leaving a scent.
jock
 
Posts: 701
Joined: Thu Mar 08, 2012 7:27 am

Re: Crime & Punishment: Holmgang

Postby DDDsDD999 » Thu Nov 14, 2024 3:29 am

DDDsDD999 wrote:Tracking could just use some buffs:

1. Let the tracker see how different the perp's combat stats are. Give a message like "you are weaker/about equal/stronger than the perp," based on the % difference of an aggregate of combat stats, so rangers don't get baited into tracking to a perp that will just smash their face in.

2. Make some hearth magic that gives some buff to the ranger specifically in combat against the perp. Equalizing stats by a % if they're lower would be the least abusable.

ALSO MAKE SCENTS STACK
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Crime & Punishment: Holmgang

Postby vatas » Thu Nov 14, 2024 8:10 am

+1

If Jorb wants to experiment with "let's make crime more punishing" the best way to start would be to buff/reinforce the existing mechanics/systems, rather than introduce new convolutions.

DDDsDD999's suggestion feel particularly appropriate - at least I don't see how they would screw over people killing spy/nuisance alts, while still having the potential to improve Criminal-Ranger dynamics significantly.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
User avatar
vatas
 
Posts: 4911
Joined: Fri Apr 05, 2013 8:34 am
Location: Suomi Finland Perkele

Re: Crime & Punishment: Holmgang

Postby dafels » Thu Nov 14, 2024 10:13 am

I would also like a cheap hearth magic ability to "sense" blobs of scents(except for trespass ofc) in a certain radius maybe affected by p*e like how you can track thingwalls
User avatar
dafels
 
Posts: 3018
Joined: Sun Nov 14, 2010 7:49 pm

Re: Crime & Punishment: Holmgang

Postby SnuggleSnail » Thu Nov 14, 2024 11:49 am

Image
lol he's about 10 minimaps north on a snekkja
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 3036
Joined: Sat Oct 12, 2013 4:04 pm

Re: Crime & Punishment: Holmgang

Postby WowGain » Thu Nov 14, 2024 9:07 pm

Szat wrote:This is a neat idea. I find it funny how many notorious PvPers seem to be scared of this. Have you tried not making yourself widely loathed?

Face haver places his vote for the jaguar party, ignores warnings from jaguar specialists
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Lord of Eirinsk, Duke of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
User avatar
WowGain
Under curfew
 
Posts: 1046
Joined: Fri Mar 07, 2014 2:09 am

Re: Crime & Punishment: Holmgang

Postby SpacePig » Fri Nov 15, 2024 2:01 am

jorb wrote:Problem: Since W3 and the removal of brick bashers there hasn't been real consequences to crime. Criminals roam free. You hate to see it.


and here's another idea that came to mind, it seems to me that it's much more fun than some kind of duel where the ganker drags his entire gang. and again, whoever has the biggest crowd will do whatever they want.

the idea is simple, having traces, announce a reward for the skull of the offender at the tingwall. The reward can be a token, hat, gold, weapon, rare item.

1. The one who announces the reward loses it in any case.
2. When the reward is announced, it will be announced in the chat of all kingdoms
3. The reward can be exchanged for the skull of the one who owned the traces within two weeks after it is announced.
4. While the bounty is active, anyone can get a "blood branch" from the tingwall, which works like a trail, pointing to the target or their campfire if the target is not in the game.
Last edited by SpacePig on Fri Nov 15, 2024 12:57 pm, edited 1 time in total.
SpacePig
 
Posts: 77
Joined: Sat Dec 21, 2019 9:09 pm

Re: Crime & Punishment: Holmgang

Postby Lojka » Fri Nov 15, 2024 5:00 am

another idea, stolen from Ultima Online:

Make character crime buff visible for everyone (and maybe last x2)

so even if hermit see you in forest for the first time, your "???" name will stink with icon of Theft or Battery

and he will know that you are not the one who whant to help you

it could be problem, that at some time everyone from factions will have something on their hands
User avatar
Lojka
 
Posts: 264
Joined: Sat Jan 21, 2012 10:02 am

Re: Crime & Punishment: Holmgang

Postby Vassteel » Fri Nov 15, 2024 5:52 am

Lojka wrote:another idea, stolen from Ultima Online:

Make character crime buff visible for everyone (and maybe last x2)

so even if hermit see you in forest for the first time, your "???" name will stink with icon of Theft or Battery

and he will know that you are not the one who whant to help you

it could be problem, that at some time everyone from factions will have something on their hands

this ideas not bad.

also maybe a jail system could be added if you happen to catch the evildooer you can keep em locked up un a gibbet or something untill you get raided or his friend come to pay an x ammount of bounty for the release.
jorb wrote:Stop shitposting.
User avatar
Vassteel
 
Posts: 718
Joined: Thu Aug 15, 2013 12:38 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Meta [Bot] and 15 guests