a proper idea for the removal of redhand on crime

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

Re: a proper idea for the removal of redhand on crime

Postby telum12 » Tue Apr 19, 2022 7:01 pm

MadNomad wrote:well I guess if you have 800 survival then temporarily losing some of it doesn't take away anything from you, but if you had 400 and temporarily had it lowered to 350 then you could cap your mammoth from good quality node more than it should be, I did not think of picking up branches on claim repeatedly but I do see now that you can indeed end up with only concussion though

only punishing for a short period of time and only if you want to use stat that caps your resources, and indeed it is a small punishment, but it is still more than nothing, not like the timer is extremely long either

or do you mean we should make it something more annoying? replace concussion with 100 points of wretched gore IF you have redhanded and get KOd? let's punish both big factions and sprucecap robbers more ¦]


I think you misunderstand the reason for why a bit of concussion isn't a big deal. It has to do with how quickly you can remove it. Idk why ppl would care about their main's survival being low for a bit. This rly just sounds like more issues for non-faction players.

Let's see what happens if your wretched gore idea happens:
- PvP on big boi chars ded because it's too punishing.
- Factions make a bunch of combat alts, pump to some low/mid-tier stats like 500 or w/e
- Suicide combat alts -> re-pump after inheriting when KO'd
- Anyone who can't easily pump toons to 500 stats in a few days is fucked

tl;dr you make PvP more inconvenient for factions and GARBAGE for other players
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Re: a proper idea for the removal of redhand on crime

Postby MightySheep » Tue Apr 19, 2022 10:23 pm

telum12 wrote:There are multiple ways of KO-ing yourself relatively quickly without any bad wounds. And yes Sheep, people do it all the time. A concussion is not at all problematic for the people you're trying to inconvenience with redhand.

That must be why I've never seen a single person do it ever.

I guess walking onto someones claim and killing yourself isn't as much of a problem when you play late into the world and the games dead but I usually just play the start of a world and I don't get whats the point of taking that risk, leaving an inventory full of scents and then having a wound you have to heal just to dodge a small timer. It goes without saying that you wouldn't be worried about anyone rolling up on you when you play late world but if you play early world and kill some spruce whos connected to a faction you would get tracked pretty damn quick actually. You pretty much have no idea what to expect early world thats why its 10x more fun. It also matters a lot more about having your abilities nerfed at this point.

Don't concussions usually heal 1 tick per hour or something? It's a pain in the ass. We're talking about something thats a mild inconvenience enough to make you not want to bother chasing spruces around.

If you're willing to KO your character its already safe to say you're probably willing to accept any inconvenience because you just really want to kill spruces.
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Re: a proper idea for the removal of redhand on crime

Postby Vigilance » Tue Apr 19, 2022 10:34 pm

tbh sheep you are vastly overestimating the risk you take to KO on a claim, you're just unconscious or in an otherwise jeopardized position for less than a minute, whats the worst that can happen, someone manages to loot my thanes in time if the 1/1000000 chance of them stumbling across me in this overly-large world occurs? also worth acknowledging if you do it by just rightclicking a door opening a wicker basket so its trespassing instead of rummaging 1000~ times your scents dissipate before realistically anyone will cause you any harm from them

or alternatively if you have a friend just go to a burrow and bash it

not to mention the freakishly slim chances of someone just toting around my scents and actually tracking me

i think yeah absolutely in the first couple weeks when factions are stacked on top of eachother and people may actually potentially theoretically obnoxiously bloodhound over scents its less viable to OOF yourself on a cupboard of birch bark, but i definitely dont think tedious mechanics should only be balanced around the first less-than-a-month people give a shit before you can viably run a million miles to get to a safe pali or boris's friend's cousin's airlock. losing the valuable perc exp score or UAC/MC is infinitely more meaningful early on, and a complete and utter hand-wave later.

full disclosure, i hate redhanded because it means I basically have to let a client side idle for like an hour instead of just sending him home and to bed while I finish doing some other menial task, usually before I log off that evening. alternatively, I hate redhanded because it makes me fully case a place and decide whether or not I want to commit to spending (one hour previously, 20 minutes now or whatever the fuck) some stint of time idling outside that dude's claim with a cart and a boat, because nobody is going to track me I'm functionally just full-AFKing. i've taken showers and mowed my lawn while red handed during the hour timer, and that isn't hyperbole.
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Re: a proper idea for the removal of redhand on crime

Postby wonder-ass » Tue Apr 19, 2022 10:43 pm

in my ideal haven world tracking becomes a lot easier and scented characters have an actual chance at getting fucked. rn none of that happens, early world (like week2) me and snail were harassing multiple large villages and not once have we gotten ganked. we afked in a mine cuz obv koing is bad first 2 weeks. if the world wasn't so big and people actually had a way of finding scents easily perhaps that could change.

arguably the most scented characters in the world never got ganked outside of pvp.

make it so thingwalls have no TW cost add a hearth magic that points you in the direction of nearby scents and add the mechanic in my topic and lets see how many people have the balls to leave scents.
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Re: a proper idea for the removal of redhand on crime

Postby MightySheep » Tue Apr 19, 2022 10:52 pm

Vigilance wrote:i definitely dont think tedious mechanics should only be balanced around the first less-than-a-month people give a shit before you can viably run a million miles to get to a safe pali or boris's friend's cousin's airlock. losing the valuable perc exp score or UAC/MC is infinitely more meaningful early on, and a complete and utter hand-wave later.
Vigilance wrote:because nobody is going to track me I'm functionally just full-AFKing. i've taken showers and mowed my lawn while red handed during the hour timer, and that isn't hyperbole.

I would argue whats the point of balancing around the game being totally dead? At the point where you can AFK in the open for an hour then its time to just stop playing lol. Also isn't the fact that you find it annoying like the whole point? If it wasnt annoying then theres literally no reason not to just KO absolutely everyone you run into. With red handed you currently have to make a calculation "is this worth the hassle" every time you pass a noob and honestly most of the time it isnt which is why red handed made me personally stop killing every single noob I pass. If you get rid of it I will probably just kill every single noob I pass because its the logical thing to do, they might randomly have a key to their plot or a pearl or flotsam etc. It being 20 mins now is already barely a deterrent tbh.

wonder-ass wrote:arguably the most scented characters in the world never got ganked outside of pvp.

This guy left scents all over my area last world and it didnt end well for him. The difference when the game is actually alive is huge, I mean who would even track a scent at this point lol. Everyone who wants PvP track scents in first few months. If you leave a fat wad of scents you can be constantly pinged to see if youre off deed. Even that video where I gank snail only happened because I had a bunch of scents to work with. Scents are kind of a big deal.
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Re: a proper idea for the removal of redhand on crime

Postby wonder-ass » Tue Apr 19, 2022 11:00 pm

MightySheep wrote:The difference when the game is actually alive is huge, I mean who would even track a scent at this point lol.


i only play like the first 2 months of the world why would nobody go and find the 50 murder scents i left in my area? the real question is if TW was free on thingwalls and u had an easy way of finding my scents would you try to find me if you knew you could give me a redhand timer with said scents?
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Re: a proper idea for the removal of redhand on crime

Postby MightySheep » Tue Apr 19, 2022 11:09 pm

wonder-ass wrote:i only play like the first 2 months of the world why would nobody go and find the 50 murder scents i left in my area? the real question is if TW was free on thingwalls and u had an easy way of finding my scents would you try to find me if you knew you could give me a redhand timer with said scents?

I dont even get it, you cant port when youre in combat so wheres the need for red handed? If the requirement is you have to aggro them then thats already the hardest part done. People who dont want to fight often auto hearth before you can even reach them to aggro them. I would have to totally fuck up the chase for your hypothetical red handed system to matter in which case I aint catching them either way.
Last edited by MightySheep on Tue Apr 19, 2022 11:12 pm, edited 1 time in total.
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Re: a proper idea for the removal of redhand on crime

Postby Halbertz » Tue Apr 19, 2022 11:11 pm

MightySheep wrote:With red handed you currently have to make a calculation "is this worth the hassle" every time you pass a noob and honestly most of the time it isnt which is why red handed made me personally stop killing every single noob I pass.

I reckon that whole "Red handed" thing is poor game design. Trying to stop indiscriminate violence by adding annoyance is a dubious solution. Instead there should be things in game, that makes that unproductive. Ready solution? Nah, ask regular C&I posters.

Back in days when I played eve online, there was pet and citizen system. It is literally feudal stuff, where you (as pvp oriented claim owner) have your own serfs (citizens paid rent, pets paid with levies).
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Re: a proper idea for the removal of redhand on crime

Postby wonder-ass » Tue Apr 19, 2022 11:19 pm

MightySheep wrote:
wonder-ass wrote:i only play like the first 2 months of the world why would nobody go and find the 50 murder scents i left in my area? the real question is if TW was free on thingwalls and u had an easy way of finding my scents would you try to find me if you knew you could give me a redhand timer with said scents?

I dont even get it, you cant port when youre in combat so wheres the need for red handed? If the requirement is you have to aggro them then thats already the hardest part done. People who dont want to fight often auto hearth before you can even reach them to aggro them. I would have to totally fuck up the chase for your hypothetical red handed system to matter in which case I aint catching them either way.


ur telling me that giving me an hour of redhand wont get me fucked? what? an hour of running in favor of the attacker since they get to decide when to start the attack if done properly the one getting chased would have to be really fucking good not to lose.

things u have: element of surprise/horses/snek/scrying/forced 1 hour redhand
the only way i could ever potentially escape this is through a safepali or if i can make it long enough to get picked up. this idea is literally all in favor for the attacker. something u guys have been crying about for ages.
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Re: a proper idea for the removal of redhand on crime

Postby WowGain » Wed Apr 20, 2022 3:37 am

wonder-ass wrote:this idea is literally all in favor for the attacker. something u guys have been crying about for ages.

you will soon learn that retards are physically incapable of understanding when something is in their best interest
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