Crime & Punishment: Holmgang

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

Re: Crime & Punishment: Holmgang

Postby linkfanpc » Fri Nov 15, 2024 6:30 am

Vassteel wrote: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.


We had that in Salem and it was ass. I'd stick to the personal justice system right now and buff it. DDD's suggestions is great; i'll add that heinous crimes should show you if the perp is logged in or not, and maybe for murder and/or battery tell you if they're standing on a claim or on unclaimed ground, so you can tell when they might be vulnerable to an ambush.

I also think scents should stack like he said, like if you have 14 5-use vandalism scents just make them one 14x5=70 use scent.
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jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

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Re: Crime & Punishment: Holmgang

Postby vatas » Fri Nov 15, 2024 7:55 am

While I haven't personally PvP'd in Salem, I've indeed heard that the "stocks" system more or less ruined any chance for healthy faction PvP. Even after it was significantly nerfed for the recent-ish fresh server.

Nidbanes (if strong enough), Stocks, and Holmgang all suffer from the same fundamental issue - optimal PvP strategy becomes 1) avoid scenting yourself 2) force/bait opponent into scenting themselves.

Jorb's proposal most likely stems from a desire to curtail rampant criminal activity. Scent buffs proposed above seem like a good direction for a "safe" experiment on said matter.

I'll also re-post my suggestion about Hearth Fire debuffs for Outlaws:

1) Can't move Hearth Fire while Outlawed.
2) Destroying an Outlaw's Hearth Fire will cause the Outlaw to instantly die.

This would imho add some strategic depth. Will you put your Outlaws in you most well fortified main stronghold and reveal yourself to be the culprit? Will you put it in a sockpuppet/proxy base and risk it being sieged down?

I'm not sure if this has been a real issue in the past, but theoretically an Outlaw could just flee on a ship when their base is sieged, and escape justice that way. (I assume the "Snekkja 10 minimaps away" post earlier was from an attempt to catch someone red-handed.)
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Re: Crime & Punishment: Holmgang

Postby Zampfeo » Fri Nov 15, 2024 1:42 pm

Perhaps instead of making crime more punishing we aught to make being randomly KO'd less punishing to nabs?

A new combat maneuver called "Hide it in your arse". Block weight Unarmed·25%·μ. When KO'd: Looting your body will apply a debilitating "Poopy hands" wound to the looter.
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Re: Crime & Punishment: Holmgang

Postby Kaios » Fri Nov 15, 2024 2:49 pm

Zampfeo wrote:A new combat maneuver called "Hide it in your arse". Block weight Unarmed·25%·μ. When KO'd: Looting your body will apply a debilitating "Poopy hands" wound to the looter.


:/ :\
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Re: Crime & Punishment: Holmgang

Postby linkfanpc » Fri Nov 15, 2024 2:54 pm

Zampfeo wrote:Perhaps instead of making crime more punishing we aught to make being randomly KO'd less punishing to nabs?

A new combat maneuver called "Hide it in your arse". Block weight Unarmed·25%·μ. When KO'd: Looting your body will apply a debilitating "Poopy hands" wound to the looter.


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

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Re: Crime & Punishment: Holmgang

Postby Nictos » Fri Nov 15, 2024 5:14 pm

Hi, I’ve been pondering this question myself and woke up today with a good answer. Why not use hearth magic to inflict ailments on the perpetrator? This can go any direction, sickness, damage, ect… maybe at a 10k exp cost you can give them aids
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Re: Crime & Punishment: Holmgang

Postby Kaios » Fri Nov 15, 2024 6:37 pm

Nictos wrote:Hi, I’ve been pondering this question myself and woke up today with a good answer. Why not use hearth magic to inflict ailments on the perpetrator? This can go any direction, sickness, damage, ect… maybe at a 10k exp cost you can give them aids


Sounds a little sarcastic with the last bit but I do believe there is opportunity to implement additions like those. I often make comparisons between this game and Dwarf Fortress because I feel they share many of the same qualities and one of the mechanics I find really interesting in DF is necromancy.

It doesn't necessarily have to be something directly influenced with hearth magic either, for example I think it might be interesting if crimes had a progressive effect on the area where the perpetrator's hearthfires are located similar to how a Necromancer's tower in DF transforms its surrounding biomes with crimes of greater magnitude or frequency increasing/prolonging the effects. Perhaps this could even be combined with other suggestions that have been made for a karma system, but rather the impacts of negative karma are somewhat benign or cosmetic towards the player themselves and instead have a greater affect on the environment. Some of what could be impacted by this may include the terrain/environment, resources/qualities, industry/progression, creatures/players, etc.

I don't think all the effects should be negative of course, and ideally it'd be something that can be reversed or fades over time. Could lead to the inclusion of other new mechanics like maybe hearth magic branches out into ritualism, and then further branching out into other paths.
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Re: Crime & Punishment: Holmgang

Postby HellishlyStoned » Fri Nov 15, 2024 7:06 pm

I think scents should tell you if it's a player on your Kim list. It would be nice to know if I'm tracking a friend/foe that I know.

Sometimes I come across a scent and pick it up, it might not be at my claim or maybe it is, I'd like to be able to find out if I'm going to waste my time hunting a friend that is protecting the land, or a "friend" that's messing with my stuff.
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Re: Crime & Punishment: Holmgang

Postby Sephiron » Fri Nov 15, 2024 9:09 pm

Honestly don't think this is it. Capping stats specifically for combat to like 100 would make everyone more comfortable with PVP. You can still have your 800 STR for bashing palisades but when you're fighting, your 800 STR acts like 100 STR.
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Re: Crime & Punishment: Holmgang

Postby SnuggleSnail » Fri Nov 15, 2024 11:28 pm

Sephiron wrote:[...]


I feel a lot of the compromises like this one, while silly for other reasons, would not make the people disinterested in PVP happy.

Before you died every time you got KO,
then you rarely died when you got KOed,
then fast travel became x10 harder,
then raiding was removed,
then you only died when you got KOed if you fucked up badly (and still only rarely in that case),
then there was a funny reverted bit where you couldn't even loot people you KOed,
then siege was removed,
and now the hermits are asking for just one more thing again.

No matter how many of these inches are given the LARPers who still can't run in a straight line after 10 years are still going to get fucked and be asking for another inch. If some guy who quit because I murdered him could've shoved his key up his ass, or knew my stats were a bit lower would it really have changed anything on an emotional level for him? Get real.
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