Pacifism (the Rage skill good twin)

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

Re: Pacifism (the Rage skill good twin)

Postby borka » Thu May 16, 2019 6:03 pm

How many of you posters would choose "the pacifist skill" ?!?
User avatar
borka
 
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Re: Pacifism (the Rage skill good twin)

Postby MooCow » Thu May 16, 2019 7:35 pm

borka wrote:How many of you posters would choose "the pacifist skill" ?!?


I would take the solution provided by loleznub, myself, and the op. They would combine the roles of farmer or crafter with diplomat. Currently my diplomacy is done by a naked alt, which people don't like for obvious reasons.
MooCow
 
Posts: 277
Joined: Tue Sep 17, 2013 7:35 pm

Re: Pacifism (the Rage skill good twin)

Postby Kaios » Thu May 16, 2019 9:42 pm

borka wrote:How many of you posters would choose "the pacifist skill" ?!?


I'm sure plenty of people would really love not dying in exchange for being unable to fight back until their village gets raided and they can't do anything about it.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Pacifism (the Rage skill good twin)

Postby Hasta » Thu May 16, 2019 10:01 pm

Kaios wrote:I'm sure plenty of people would really love not dying in exchange for being unable to fight back until their village gets raided and they can't do anything about it.


That's how they learn.
User avatar
Hasta
 
Posts: 1937
Joined: Sun Sep 14, 2014 3:27 pm

Re: Pacifism (the Rage skill good twin)

Postby discospaceman » Thu May 16, 2019 10:26 pm

MooCow wrote:Pacifism needs the following downsides:
    No combat ability whatsoever. Set to, and locked at 1 MM, UA, MC.
    No pushing
    No criminal actions whatsoever. Not even passing through somebody's territory
    No killing farm/wild animals
    No nidbanes

Pacifism probably should have the following downsides:
    Vegetarianism, No eating meat, wild game, poultry, fish, or creepy crawlies
    Accessed via credo, making it forever permanent
    No tracking of scents
    Crimes against you don't generate scents

Pacifism needs the following bonuses:
    You take no, or greatly reduced grievous damage from combat
    Can hearth during combat. You still can't log out during combat
    Hearthing can only be interrupted by K.O


Crimes against you don't leave scents.... wat? Vegetarian? Seems rather forced. The combat stats locked at 1 and combat changes seem enough. Credo too.

No trespassing would be grief city.
discospaceman
 
Posts: 174
Joined: Sun Jan 16, 2011 8:37 pm

Re: Pacifism (the Rage skill good twin)

Postby Kaios » Thu May 16, 2019 10:35 pm

Hasta wrote:
Kaios wrote:I'm sure plenty of people would really love not dying in exchange for being unable to fight back until their village gets raided and they can't do anything about it.


That's how they learn.


Sure but if it's intended to work like Rage then buying that skill is a permanent choice. The scenario you are proposing is not so different from what occurs between Rage and Non-Rage players already. Those intent on remaining as "peaceful" players don't purchase Rage assuming it will keep them safe from harm but what actually took place at times was obviously not the case. When given the choice between dying permanently or not, there's no reason why a player with no interest in PvP content would buy Rage.

A hermit or small group of players that decide they want to be peaceful and have their characters remain safe would purchase the Pacifism skill knowing it provides this benefit. Why would they assume this means they have no recourse when being raided? The majority of players that purchase (or don't purchase) a skill for a specific reason don't usually consider all of the implications involved in that decision which then leads to a situation like hermits or small groups of players being raided without the ability to fight back and if they get aggro'd they are insta-knocked easily preventing the moving of valuables or attempts at re-securing a location.

The loss of a character is painful but I don't think it's nearly as debilitating as losing your infrastructure. It is not the sort of change I feel is conducive to increased player interaction, of course PvP can take on more than one form but the capability to both attack players and defend from them are core components of this game and I do not believe they can be simply turned off for one set of players and not another without causing numerous issues. I would much rather see things go in a direction that puts less importance on stats and more on skill in hopes that it reduces the minimum requirements for being able to enter in to that content, opening it to larger number of players, but heightens the necessity for sparring and practice by widening the possible skill gap.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Pacifism (the Rage skill good twin)

Postby MooCow » Fri May 17, 2019 12:51 am

discospaceman wrote:Crimes against you don't leave scents.... wat? Vegetarian? Seems rather forced. The combat stats locked at 1 and combat changes seem enough. Credo too.

No trespassing would be grief city.


Vegetarianism was added to the list because it is both thematically appropriate, and it should lower player growth a small, but meaningful amount. The big boys would then be mostly unable to use pacifism.

No scents generated is because if somebody KOs you and you are a pacifist, your immediate response should NOT be ask your friend to murder him. A pacifist should have to give up revenge.

Both of the above are not necessary, but I think they would be worth trying.

Pacifists can't trespass to prevent them from griefing other players, but maybe it is a little harsh
MooCow
 
Posts: 277
Joined: Tue Sep 17, 2013 7:35 pm

Re: Pacifism (the Rage skill good twin)

Postby Hasta » Fri May 17, 2019 1:35 am

Kaios wrote:valid points

Yeah, I know, I know, PvP is shit, skill should mean more than stats, inability to defend a base, all that stuff is right, but that wasn't the point of my (rather raw) proposal.

We have Rage, that gives a slight advantage in PvP, but makes the game much more dangerous overall; then we have Non-Rage, that provides the advantage of relative safety. Recent changes, judging by the wailing PvPers in most threads, made non-Rage characters almost unkillable in PvP, yet able to participate meaningfully in most PvP activities. This is not a well-balanced system. Having read all the arguments presented in this thread, I agree that we should not think in absolutes (immortality or inability to do ANY PvP etc). Whatever the means or specifics should be, I still stand by the idea of having not 2, but 3 character groups:
- good for PvP but vulnerable (i.e. "Rage"),
- mediocre in PvP, mediocre in survivability (i.e. neither skill is purchased),
- very bad at PvP but very tough to kill for good (i.e. "Civillian", or whatever the opposite of "Rage" is, you guys go to great length to discredit an idea just on a technicality of its name... vegetarians, seriously?)

Ofcourse the skills should be mutually exclusive after purchase, you can't have both. I thought that was implied, but I've seen some confusion on this issue.
User avatar
Hasta
 
Posts: 1937
Joined: Sun Sep 14, 2014 3:27 pm

Re: Pacifism (the Rage skill good twin)

Postby Apocoreo » Fri May 17, 2019 5:41 am

Hasta wrote:Ofcourse the skills should be mutually exclusive after purchase, you can't have both. I thought that was implied, but I've seen some confusion on this issue.


What if you could switch them after at massive LP cost?
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
User avatar
Apocoreo
 
Posts: 897
Joined: Wed Feb 02, 2011 4:33 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Dotbot [Bot], Google [Bot] and 3 guests