Kidnapping, Mercyless murder

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

Re: Kidnapping, Mercyless murder

Postby GamingRAM » Sun Feb 18, 2018 5:50 am

synaris wrote:
GamingRAM wrote:
synaris wrote:im against this because its worse than death, and you lose all control of the character. no chance of the enslaved saving themselves.


It's only worse because of the inheritance problem. Otherwise it is equal to death.


so if you solve the inheritence problem, its death with some mockery thrown in. so basically its now easier to kill people. the thing that jorb and loftar intentionally made harder for this world by removing the murder skill.

so is this a suggestion for a future world?


Please reread my post.
GamingRAM wrote:- A player must be knocked out to be enslaved. The enslaver has a countdown to enslave with a chance of failure. If it fails the knocked out player may then teleport back home without worry of being murdered.


The intention is that's supposed to be HARDER to kidnap someone than it is to murder them.

If the inheritance problem is solved, then it's death with a chance, even if small or unlikely, to re-obtain the character.
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Re: Kidnapping, Mercyless murder

Postby Dakkan » Sun Feb 18, 2018 6:46 am

Your suggestion is built upon the idea that it should be harder to kidnap someone than kill them. Currently KO is much more likely than death. Then the two most likely choices are escaping after KO or enslavement. Most people would probably prefer their character die than be enslaved, since they lose access to it anyway. Fuck the chance of getting it back, not going to happen anyway.

Not going to encourage sieges, especially if they're only held for "bragging rights." You want players to consider them lost as if they're dead, yet also want them back as if they're not? This isn't Schrodinger's Deliverance.

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Re: Kidnapping, Mercyless murder

Postby GamingRAM » Sun Feb 18, 2018 7:52 am

Dakkan wrote: Most people would probably prefer their character die than be enslaved


???

Barring the inheritance issue, how does that make sense?

If your character dies, you don't have access to them anymore.
If your character is imprisoned, you don't have access to them anymore.

Imprisoned where you still have control is just torture, not engaging, and you would sooner want to embrace the sweet taste of death.
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Re: Kidnapping, Mercyless murder

Postby AntiBlitz » Sun Feb 18, 2018 8:12 am

you could simply tie it to like will and stealth and make it an exponential scale of escape as time goes on within the game. vs the captors stats. Inevitably you escape, if players want it faster they will siege them. I think you guys arent putting enough emphasis on how much worth a player can be. Especially so if they are someone of high value to a group, IE a titan hero character.
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Re: Kidnapping, Mercyless murder

Postby Flyrella » Sun Feb 18, 2018 2:12 pm

What if when the person is KOed before he could hf or logout, the attacker could use a rope on them (like on animals).
After that the leashed person can't do anything and doesn't control the char (can only watch and speak) and the attacker can't attack (or anyone else as well; that is weird, but would prevent from killing koed chars).

The attacker then could either unleash or go home or hf (if not red-handed etc)
1. if unleashed, the slave should have some time to safely hf or log out if offline.
2. when the attacker brings the leashed slave home there should be a prison like cairn where the slave could not hf home and could be assign different perms, as normal and could be forced to work for food/curios etc. When the slave is on the prison cairn, it shouldn't be attacked as well (no by players, no animals, otherwise it could be abused) and if the slave somehow leaves the cairn, there should be like safe 30 sec time period to hf or log out.
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Re: Kidnapping, Mercyless murder

Postby Granger » Sun Feb 18, 2018 3:05 pm

The proponents of this suggestion need to put themselves into the shoes of the one enslaved (which they usually don't, it's just me! me! me! want to have fun on the expense of others) and explain where the fun (if any at all) in being enslaved is supposed to be.

Which they can't as there isn't any, thus the mechanic would always suck for the majority of the ones being subjected to it.

This topic is a prime example of why 'enslavement' was added to top ten ideas you should stop posting new threads about - and should be HEL'd for taking the exact route as all the other topics that have already been made on this topic before.
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Re: Kidnapping, Mercyless murder

Postby DDDsDD999 » Sun Feb 18, 2018 4:24 pm

Granger wrote:The proponents of this suggestion need to put themselves into the shoes of the one enslaved (which they usually don't, it's just me! me! me! want to have fun on the expense of others) and explain where the fun (if any at all) in being enslaved is supposed to be.

Which they can't as there isn't any, thus the mechanic would always suck for the majority of the ones being subjected to it.

The point is that people could ransom for characters instead of outright killing them. The kidnappers might not care whether or not they kill the victim, but would like additional loot. In that case, they could ask for ransom. Both sides win: victim keeps their character, and the kidnapper gets more stuff.
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Re: Kidnapping, Mercyless murder

Postby MagicManICT » Sun Feb 18, 2018 5:54 pm

We don't need new threads about ideas that come up every few months. If you have something to add to an existing suggestion, find the old thread and add your idea there. If it's that much different, then at least reference how it's different than every other existing idea.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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