new panishment for outlaw

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

Re: new panishment for outlaw

Postby ctopolon3 » Sat Jun 17, 2017 12:09 am

atm system with new wounds is good. u have to heal 3-6 days before fight or u ll die if go to fight with half HHP.
here is old problem: if ur party less than the number of opponnents ull suck all world time because here no way to recruit normal fighters (low online, need alot time to feed & teach)
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Re: new panishment for outlaw

Postby Necrisha » Sat Jun 17, 2017 2:25 am

I'd say make it a ticks system where 2-10%(depending on crime) of all claim shields is downed by an outlaw residing within it's borders for a full 6hrs and the outlaw's presence negatively impacts village and/or realm authority by 1%. Might not mean anything for one or two loaners, but having multiple pk alts in a region would penalize everybody in realm/village. Would definitely have an effect don't you think?

Roll this out with an honorable dueling system where grieviences could be handled 1v1 and both agreeing to the fight allowing for permadeath, and the victorious avoiding the outlaw status completely- but that's a megaupdate in itself...
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Re: new panishment for outlaw

Postby beardhat » Sat Jun 17, 2017 9:31 am

DDDsDD999 wrote:
ctopolon3 wrote:what about half claim shield where outlaw are standing?

Hearth Vaults: The Suggestion.

Terrible idea.

And this is kind of my point.

No matter what you do, a temporary punishment will be easily avoided, this is a F2P MMO, which means that those players are A: going to have their murders be alts anyway and B: they're likely going to roam in groups who can defend themselves, and if they're hiding behind a claim that makes you the aggressor, and arbitrary mechanics that says otherwise will likely make exploits.

Im not talking something severe when it comes to pemenent punishment for murderers, and other outlaws, for example, in the original Day Z mod players who killed players got a 'bandit' skin that they were forced to wear at all times, something like this could be easily implemented, like a sort of 'detect evil' mechanic based on perception vs stealth, and give players incentives to hunt down bad guys.

By doing this outlaws can still be outlaws, but they can't just be hit and run criminals that then hide in a level 5 vault behind 20 walls that require 3 weeks to bash down
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Re: new panishment for outlaw

Postby jorb » Thu Jan 11, 2018 10:55 am

We're not specifically out to punish PvP and criminals, really. Don't want to mess with shields in any way but to remove them entirely.
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