Crime & Punishment: Holmgang

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

Re: Crime & Punishment: Holmgang

Postby tyrtix » Thu Nov 21, 2024 11:06 pm

What about "cursing" players via scents and hearth magic? seems a lot a thing that could be in game, and ancient ppl used lead thin sheets inscribed with curses and the name of the target to inflict pain and other bad things to their "enemies": a curse could lower stats for a time, like a wound, and will work like an actual nidbane but you just need to wait for the curse to be lifted...it could even be a "thing" that will appear in the study report and need to be "studied" to be ridden off.
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Re: Crime & Punishment: Holmgang

Postby Lurux » Fri Nov 22, 2024 8:09 am

What about the inability of the criminal to progress its own character?

Cant use study desk
Reduction of LP hour from curios
Stat gain penalties

Etc..
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Re: Crime & Punishment: Holmgang

Postby linkfanpc » Fri Nov 22, 2024 8:56 am

Lurux wrote:What about the inability of the criminal to progress its own character?

Cant use study desk
Reduction of LP hour from curios
Stat gain penalties

Etc..


You could too easily grief people. I could attack them with a naked alt with rage at 1 HP, chasing them down and doing nothing, to bait them into hitting me once. I die from being at 1 HP and give them a 9 day long Murder outlaw. Now they cant progress their character for 9 days, and if they're a new player (most likely to fall for this) getting stunted for 9 days is literally worse than death. You'd be better off suiciding and inheriting, and by that point i've simply murdered you by proxy, but instead of murdering you with my main i've murdered you with an alt that i can throw away AND left no scent for myself.
Total misplay.
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Re: Crime & Punishment: Holmgang

Postby guterpop » Sat Nov 30, 2024 1:59 am

Interesting idea, horrid execution, A nice twist might be only to be able to challenge them within a realm's zone of control, and only the person murdered/crimed can build the Holmgang pole and fight. Anyone who attacks the players in the dual will suffer an instant Nidbane for "breaking hearth law" and will fight only the person who tried to attack the 2 challengers. Other then a change like this idea would prob not go too well unless majorly changed in some ways.
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Re: Crime & Punishment: Holmgang

Postby noindyfikator » Fri Dec 20, 2024 9:33 am

bumping this topic, criminals have too much freedom and nidbanes don't work
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Re: Crime & Punishment: Holmgang

Postby Reiber » Fri Dec 20, 2024 1:00 pm

we all have the same freedom, and nidbanes arent supposed to work.
cause when they did. they got abused as would this holmgang thing
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Re: Crime & Punishment: Holmgang

Postby Oddity » Mon Dec 23, 2024 1:57 am

cool 8-)
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Re: Crime & Punishment: Holmgang

Postby saltyfish » Mon Dec 23, 2024 3:41 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.


Too convoluted.
Please consider reworking nidbanes as here viewtopic.php?f=48&t=77263&p=952698#p952698
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Re: Crime & Punishment: Holmgang

Postby HingleMcCringle17 » Tue Dec 24, 2024 10:12 am

I think it's got potential.

The biggest issue it would appear is using alts to Bait. I suggest that if you deal a death blow in combat you should get the option to follow through with the murder or relegate it to a seriously damaging KO. One that would give wound to the character that was downed that scales with how many times it's been KO'd and choosen to be spared. Or if a character that is aggroed with less then 50% of its possible HHP it basically get wound that takes a long time to heal like 2-3 in-game days. By doing that I feel ot would separate a character who is actively being used to play the game verse a BS alt that someone could care less if it died or not. By giving it a wound that maybe would remove the ability to travel by thing wall and only move a crawl/walking pace the character would effectively be dead for 2-3 days but not have to deal with permenant stat loss. Would be a tough lesson for sprucies who choose not to heal typically pve pvp wounds, but at least a chance to learn.

We also need to fix the issues with death by reverse pit pocket. The death by con buff, that may be something that should stay. Keep a little risk there. The real question is are we considering a Grievous crime? It it just murder? I think murder and theft of belongings off a person in sort of a stacking manner. If you take one or 2 things from a person after you have knocked them.... fine it's assault with petty theft, but if you knock, and wipe their inventory, study and teal their keys, Straight to Jail" maybe have totems for different lvls of crime and have different effects?

I think if this were to become a thing death would have to also have permenant then it is. Maybe away to separate death by PVE being less damaging but death by PVP being basically a reset with very limited stat regain. I use to think death was terrible but if you belong to a decent established village lamenting it fairly easy to get back what you lost pretty easily.

I think if it where to be implemented this way it would help keep those trying to avoid getting ganked, killed or all their stuff stolen alive and a chance to at least keep some stuff should they get got. You can still steal, KO
Or kill you just have to ask yourself is this guy going to be able to duel me or make friends with enough people that he is going to over power me and who ever i can find at a totem challenge?

I think I saw someone post saying this would just change everything from a a free forall to factions vs fsctions vs small groups. But that already happens
What if the challenger had 2 options was was a 1v1 challenge where the challenger could either choose to fight themselves or pick a other person to represent them. It would create a sort of dungeon basiclly a copy of the world but only the 2 of you can enter the the space. At any time either player can yield but if the challenger (or their proxy) yeilds you can destory the totem. Casueing the negative effect to the challeger. As the accused you get there and hope they chicken out or fail to make the time slot you can make. Or hope you are better at 1v1 then the person you got or the person they picked?

The other option would be a fraction style open combat where it would be basically a player created Meteorite fight. Anyone could join but if murder happens here it can lead to more challenges.

I think it would have the desired effect because you have the option to play defensively and KO people to keep them away maybe steal a thing or 2 of value, or be more aggressive a kill a player causing more damage take more loot but also taking the risk someone is going to call you or your faction out.

I think it would enrich the gameplay that it would make people less apt to aggro on sight. You will actually have to try and figure out who it is that you are seeing an interacting with. Maybe add some new content to allow you to track players movements to figure out who they are, who they know, are they worth the risk?
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Re: Crime & Punishment: Holmgang

Postby jordancoles » Tue Dec 24, 2024 11:04 am

Still a bad idea stop trying to make Holmgang happen
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