Nidbane nerf

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

Re: Nidbane nerf

Postby NOOBY93 » Thu Jan 19, 2017 8:21 pm

Kaios wrote:
NOOBY93 wrote:You DON'T leave battery, you do leave murder, is what he wanted to say, I think.


It it does work that way, it shouldn't. I can agree that if someone aggros you and you kill them there shouldn't be any murder scent at all. Battery doesn't seem so bad.

If someone attacks you and you have no way of running away, right now it's absolutely noncriminal and cool to knock them out, drop aggro and port home. Murder is a choice you make in this position, to kill the other player or not, without him being a threat to you. this is how self defense law works IRL as well
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Re: Nidbane nerf

Postby Kaios » Thu Jan 19, 2017 8:23 pm

NOOBY93 wrote:If someone attacks you and you have no way of running away, right now it's absolutely noncriminal and cool to knock them out, drop aggro and port home. Murder is a choice you make in this position, to kill the other player or not, without him being a threat to you. this is how self defense law works IRL as well


But it's a game and if some dude tries to kill and I get the better of him I'm not gonna let him keep his character. I don't mind if it leaves a murder scent and you have to make the choice, but I wouldn't mind if it didn't.
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Re: Nidbane nerf

Postby NOOBY93 » Thu Jan 19, 2017 8:57 pm

Kaios wrote:
NOOBY93 wrote:If someone attacks you and you have no way of running away, right now it's absolutely noncriminal and cool to knock them out, drop aggro and port home. Murder is a choice you make in this position, to kill the other player or not, without him being a threat to you. this is how self defense law works IRL as well


But it's a game and if some dude tries to kill and I get the better of him I'm not gonna let him keep his character. I don't mind if it leaves a murder scent and you have to make the choice, but I wouldn't mind if it didn't.

tbh I think it would be fair game if you could have theft rights on his gear if he aggro'd you (so there's an actual incentive not to lose fights you initiate), but not murder rights.
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Re: Nidbane nerf

Postby Kaios » Thu Jan 19, 2017 9:29 pm

NOOBY93 wrote:tbh I think it would be fair game if you could have theft rights on his gear if he aggro'd you (so there's an actual incentive not to lose fights you initiate), but not murder rights.


That would be cool as well but it seems you just want to have your cake and eat it too. You guys are complaining that some people attacked you, you killed them and they sent nidbanes on the murder scent but that wouldn't happen if the defender didn't leave one. But then you say that if you initiate the fight and lose you'd still want that person to have to leave a murder scent if they kill you.

I'm confused.
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Re: Nidbane nerf

Postby spawningmink » Thu Jan 19, 2017 9:55 pm

the main point is nidbanes are too powerful and pretty muhc unkillable in groups
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Re: Nidbane nerf

Postby Kaios » Fri Jan 20, 2017 2:06 pm

spawningmink wrote:the main point is nidbanes are too powerful and pretty muhc unkillable in groups


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Re: Nidbane nerf

Postby MadNomad » Fri Jan 20, 2017 5:57 pm

Kaios wrote:
spawningmink wrote:the main point is nidbanes are too powerful and pretty muhc unkillable in groups


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will people have to repeat 10 times that its shitty early nidbane?again?
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Re: Nidbane nerf

Postby bmjclark » Fri Jan 20, 2017 6:09 pm

I have a feeling those werent murder scents
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Nidbane nerf

Postby ChildhoodObesity » Fri Jan 20, 2017 7:23 pm

Potjeh wrote: You need to get multiple kills to get nidbaned killed in return. Sounds like a favorable trade to me. You just want it to be completely free because you're filthy casuals.

*LEANS INTO MIC* WRONG

even sending one murder nidbin can fuck someone. my experience fighting murder nidbanes is they raise multiple openings extremely fast, leaving artful evasion as the only skill you can effectively use to maintain low openings. artful evasion is hardly an option though, as it's impossible to gain the required ip without already taking a shit ton of damage because they attack so fast. this leaves going full offense the most effective way to kill the nidbin, but even doing this you will take a decent amount of damage on a decent or empowered murder nidbane. now you've lost health, there's still 9 days left on this scent and i imagine if someone fought them off as they came you could send at least 3 a day with 1 scent. so you're fighting the same nidbin from the 1 murder you left MULTIPLE times and taking more and more damage each time. nidburns are probably the slowest healing wound so you will keep low hhp over the course of the scent timer. you can't do anything to avoid mass nidbins other than just let the nidbane sit at your char for like 23 hours and then kill it, then you've just lost 9 days of playing haven on that char and even then still received 9 nidbanes. if it is one nidbane only you could just kill it with your villagers and lose probably nothing but that still requires you to not be moving as the nidbane comes and wait for people to get on and back you up.

when you get multiple nidbanes at a time its even worse because people cant help you and your openings remain the same as the next one comes for you, as everyone already talked about xd

if anything, AT LEAST make it so that only one nidbane can be sent per scent left, not one at a time xd.
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Re: Nidbane nerf

Postby Potjeh » Fri Jan 20, 2017 7:26 pm

Yeah, I'm all for one nid per scent. But also for making it so your friends can't help you fight it.
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