Make Theft Great Again

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

Re: Make Theft Great Again

Postby Groniak » Tue Oct 01, 2019 6:43 pm

Honestly, i think Nidbanes should be removed from the game entirely....but that's another story. I can't shake this feeling that the world was a lot more alive before Nidbanes were introduced.

As a matter of fact....i think that would be a pretty good way to 'make theft great again' without touching any of the other mechanics. That way the thief still gotta break in bases the old way, yet retribution must come to him the same way, otherwise it's kinda unbalanced: thief takes 24 hours to break into your base, and all you gotta do is grab a mandrake to send a magic killer to him. Granted it might be nerfed to shit, but not every thief is also a fighter, and i'm sure the very existence of Nidbanes was enough to discourage a lot of folks in the shady crowd.
Groniak
 
Posts: 31
Joined: Fri Feb 17, 2012 5:07 am

Re: Make Theft Great Again

Postby Archiplex » Tue Oct 01, 2019 7:03 pm

Groniak wrote:Honestly, i think Nidbanes should be removed from the game entirely....but that's another story. I can't shake this feeling that the world was a lot more alive before Nidbanes were introduced.

I don't know why they're around still. They were intended for your small hermit to use to fight against the Big Bad Factions but now it's completely useless for small hermits.

As a matter of fact....i think that would be a pretty good way to 'make theft great again' without touching any of the other mechanics. That way the thief still gotta break in bases the old way, yet retribution must come to him the same way, otherwise it's kinda unbalanced: thief takes 24 hours to break into your base, and all you gotta do is grab a mandrake to send a magic killer to him. Granted it might be nerfed to shit, but not every thief is also a fighter, and i'm sure the very existence of Nidbanes was enough to discourage a lot of folks in the shady crowd.



I paused from commenting on this thread because, well, frankly it's a nice steaming pile of shit. Bad 'thievery' changes that are just siege changes in disguise that don't improve the system in the least bit. Thievery is a trap for most people; factions wont need to use it as the only bases you can steal from that have decent loot are protected (and thus need sieges), and abandoned bases generally arent worth stealing from and leaving scents/being outlawed for a while.

The OP is constantly arguing about how the mechanics can be 'balanced' and 'finely tuned' without realizing that they are flawed to begin with. Can it eventually be made to 'work'? Sure. Is it worth it? No. It'll succumb to the same downsides as the current siege system has except with a new skin.

What needs to happen is a bit of a rework on what happens during a siege 'after' the break-in, in order for concepts like this to be viable.

For example, if vandalism was made significantly harder (a process of hours to destroy smelters, houses and much longer to destroy containers, for example), I think having a way to 'jump' over palisades would be fine, as long as you more or less only have a certain amount of time to get in, get out and can't 'break in' to the village for some time again. Brick walls would be even harder to jump, and perhaps some more defenses could be included to 'trap' a base and defend against people who jump in (although something would need to be done about multi-walled bases too).

Since locks on containers and houses exist, it'd be a viable way to make those mechanics a bit more interesting (if, of course, those containers became much harder to break overall, and a method to 'nail them down' introduced so people can't just run off with a chest).

This way, the end result is that you could spend a couple of hours to 'enter' a base once (and not again for a long cooldown), and grab an inventory of stuff you can get your hands on (admittedly it's quite a lot! but you also dont want to be caught out while you have two traveler's sacks worth of goods and merchant robes and a backpack on instead of combat gear) without the capability of 'breaking' anything inside (unless you really want to, i guess, but such a thing should take a long time). Then, you leave, and have a nice few scents in the place you stole to be tracked back to and so forth- a heist, so to speak.
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
Archiplex
 
Posts: 1351
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: Make Theft Great Again

Postby Aceb » Tue Oct 01, 2019 7:38 pm

Theft was never again, thus can't be "great again" and can't be a balanced stuff.

I remember W10 some guy stealing everything that wasn't behind a wall - regardless if it has use or not.
I remember W10 guy who was stealing every rowboat - He was collecting them.

I can certainly be sure that if this mechanic would be made any way "really" useful, will nor be hardcore nor cool. It will make faction guys abuse this so much that even their own mothers would recognize them after the pleasure. Unstoppable pleasure.

Theft is and probably will always be a tool to harass weak or complete the siege breaking in by taking valuables and skadoodle.

And seriously, making it relevant You make it overpowered thus making a lot of playerbase go away. not fun unless You're somebody who doesn't care that if they steal, they lose it next hour they go offline and so, it's never ending theft story unless it's a faction vault or somebody has too much time compared to others
A quest for a hat. - W10
Image
Haven't spawned yet
User avatar
Aceb
 
Posts: 1830
Joined: Wed Jun 16, 2010 2:34 pm

Re: Make Theft Great Again

Postby MagicManICT » Tue Oct 01, 2019 9:11 pm

Following up with aceb's last thought: Just remember that this is a long term game, not a short term game like Rust or a few other survival games with a 3-7 day turn-around on server resets. It's also only a single world, so if people get upset, they leave the game, not the server.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Make Theft Great Again

Postby czitcpkv » Wed Oct 02, 2019 1:29 pm

Add a new debuff that disables vandalism and attacking if bypassing walls, and prevents logging out or hearthing

Tweaks lockpicking balance

Make holes collapse upon exiting back out, or ropes automatically become visible after used

- This also increases the difficulty per-wall. To get past 3 walls requires:
- rope and enter first wall, rope second wall, leave first wall
- Rope and enter first wall, enter second wall, rope 3rd wall, leave
- Rope and enter first wall, rope second wall, leave
- Rope and enter first wall, enter second and third wall

Cause 3 hhp or something for every item stolen under debuff

Red handed debuff prevents hearthing, increases visibility of scents

Less solid ideas:
Make ropes require say, *48 hours to dry, and easy to discover
Make holes require *72 hours and difficult to spot, undiscoverable upon collapsing
"Repeated offender" debuff for stealing from a claim you've stolen from and exited already. Increases HHP damage and/or decreases stealth
Add RNG to scent-visibility, based on ranging, so there is always a chance of discovery even if stealth is maxed out

Most of the mechanics for this are already basically programmed into the game. Balancing it is really not as crazy as you guys make it seem. Just requires a bit of creativity. With what I've listed it's not very difficult to protect your valuables but it allows a thief to at least steal from walled claims

I'll admit I should have thought about this a lot more before making this thread and getting angry, and there's still a lot of things to consider
czitcpkv
 
Posts: 11
Joined: Sun Sep 29, 2019 6:39 am

Re: Make Theft Great Again

Postby Aceb » Wed Oct 02, 2019 2:48 pm

czitcpkv wrote:Add a new debuff that disables vandalism and attacking if bypassing walls, and prevents logging out or hearthing

It doesn't matter if You disable attacking for a thief if still thief can be attacked. That's enough to start a fight and enough for people to get killed in their own base or player have to be online 24/7 to stop any alt thief spam.

czitcpkv wrote:Tweaks lockpicking balance

Tweak how? It's perfectly fine at it is atm?

czitcpkv wrote:Make holes collapse upon exiting back out, or ropes automatically become visible after used
- This also increases the difficulty per-wall. To get past 3 walls requires:
- rope and enter first wall, rope second wall, leave first wall
- Rope and enter first wall, enter second wall, rope 3rd wall, leave
- Rope and enter first wall, rope second wall, leave
- Rope and enter first wall, enter second and third wall

So completely meaningless resource that doesn't even matter allow You to bypass any number of walls and security measures. Cool.

czitcpkv wrote:Cause 3 hhp or something for every item stolen under debuff

Completely meaningles because of easy way to make a thief alt. Shoveling alt argument way, still, it's a joke damage. What will You do to make it relevant? Wound of 3hhp that last week IRL?

czitcpkv wrote:Red handed debuff prevents hearthing, increases visibility of scents

*Shruggs*

czitcpkv wrote:Less solid ideas:
Make ropes require say, *48 hours to dry, and easy to discover
Make holes require *72 hours and difficult to spot, undiscoverable upon collapsing

(not)Less solid answers:
So we have two mechanics, one which is completely useless and will work only against hermits who play rarely / took vacations so looting them is little to pointless if You're being so serious.
So we have a hole that will make patrol bots a great comeback because "difficult to spot" and people don't wanna lose an hour or more just to search for moles. There's enough scary cats being afraid of adding people to villages cuz of molese.

czitcpkv wrote:Most of the mechanics for this are already basically programmed into the game. Balancing it is really not as crazy as you guys make it seem. Just requires a bit of creativity. With what I've listed it's not very difficult to protect your valuables but it allows a thief to at least steal from walled claims

I'll admit I should have thought about this a lot more before making this thread and getting angry, and there's still a lot of things to consider


It is crazy as we think since if it wouldn't be that crazy, do You think that it wouldn't find it's place in the game already?
Yes, we all make mistake of being haste.
A quest for a hat. - W10
Image
Haven't spawned yet
User avatar
Aceb
 
Posts: 1830
Joined: Wed Jun 16, 2010 2:34 pm

Re: Make Theft Great Again

Postby MadNomad » Fri Oct 04, 2019 12:49 pm

czitcpkv wrote:It's only fun for noobs...


that depends on the loot you're stealing!

for example you could steal a q1000 anvil, this is very good loot
I think that it's easier to steal one of those instead of making it!
MadNomad
 
Posts: 2158
Joined: Fri Mar 11, 2016 11:13 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Amazon [Bot], Claude [Bot], Semrush [Bot] and 4 guests