Indiscriminate wanton murdering deterrent

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

Re: Indiscriminate wanton murdering deterrent

Postby joojoo1975 » Wed Oct 02, 2024 12:08 am

TheServant wrote: how this solves anything? bots still work and you make it harder for non botters


I could be wrong, but last time I checked most fighter alts, are only that. Fighter alts.

Now mind you I could be very naïve on this. but most bots (IE farmer, forager etc) are not used to Fight.

Second part, If you get to an area and you are setting up a base (pre pali) and you are getting bum rushed by alts, then I suggest find another place. If the competitor is better established etc, then your best bet is to move.





hopefully S1 will hopefully Curtail bots, but then again, I only have one steam account, so again, I don't know if it will.
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Re: Indiscriminate wanton murdering deterrent

Postby Audiosmurf » Wed Oct 02, 2024 12:12 am

If curios only tick down when you're online, it just makes it so people have to stay logged in 24/7 to keep up like we did pre-study desks. Bad bad bad idea no redeeming qualities
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Re: Indiscriminate wanton murdering deterrent

Postby Nocturnal-Rainbows » Wed Oct 02, 2024 1:01 am

Bros, we've been over most of this shit already over the years. You can't do shit to combat encounters themself without walking on eggshells. It's too delicate of a balancing act. You can't just have it so characters can get away from bad encounters with minimal effort because the Player Killers will just make use of that too.

Which is why my idea is fucking genius, don't be so quick to dismiss that which came to me in a vision and was LITERALLY divinely inspired.
There is no way of abusing my method. By now in the thread someone will have picked holes in it, as is common when others try to suggest deterrents. My way is flawless.
You can kill people just fine, business as usual, only now there's some downsides to it. Nothing that cripples your character in any way. Nothing that affects combat encounters specifically, rather it affects the aftermath of the killing. The Nidbane change will not affect 99% of the playerbase. Only people who go out on full on murder sprees will be in danger and this type of thing is COMPLETELY AVOIDABLE, JUST STOP KILLING SO MANY PEOPLE UNTIL THE MURDER DEBUFF WEARS OFF. It's like obesity. You get fat when you're a greedy cunt who keeps consuming more and more food, you have plenty of time to backout of this very slow and very gradual self-destructing act. Same thing applies here. Just exercise some restraint. Kill less people, don't kill so indiscriminately. Weigh up the pros and cons.

The changes I have proposed basically work like how wounds do if you squint a little. They slow you down and get you to take a step back from doing something for a while.
Kill 3 people and then you think to yourself 'shit, I better lay low for a while incase somebody puts 2 and 2 together and realizes I've killed a bunch of people and sends a fucking bunch of ghosts after me'.

The nidbane thing can also be adjusted remember. So if my proposed suggestion is too punishing then maybe have it so that for each Nidbane you kill the debuff counter I suggested drops by 1 so you can't just have an army of 3 + 3 + 3 + 3 + 3 nidbanes sent your way until you die. That shit can be adjusted and isn't set in stone.

The whole not being able to teleport for 10 days thing is harsh, but it doesn't cripple your character in any truly heinous way but it's bad enough that I wouldn't wanna kill some rando fucking spruce cap who has nothing of value and ain't doing shit to me. No way would I bother killing someone like that and losing my ability to hearth for that amount of time. But would I still kill somebody who set up close to me who is being a cunt? Abso-fucking-lutely.

Fair and balanced downsides are what I offer you.
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Re: Indiscriminate wanton murdering deterrent

Postby Halbertz » Wed Oct 02, 2024 1:20 am

Nocturnal-Rainbows wrote:Bros, we've been over most of this shit already over the years. You can't do shit to combat encounters themself without walking on eggshells. It's too delicate of a balancing act. You can't just have it so characters can get away from bad encounters with minimal effort because the Player Killers will just make use of that too.

Which is why my idea is fucking genius, don't be so quick to dismiss that which came to me in a vision and was LITERALLY divinely inspired.
There is no way of abusing my method. By now in the thread someone will have picked holes in it, as is common when others try to suggest deterrents. My way is flawless.
You can kill people just fine, business as usual, only now there's some downsides to it. Nothing that cripples your character in any way. Nothing that affects combat encounters specifically, rather it affects the aftermath of the killing. The Nidbane change will not affect 99% of the playerbase. Only people who go out on full on murder sprees will be in danger and this type of thing is COMPLETELY AVOIDABLE, JUST STOP KILLING SO MANY PEOPLE UNTIL THE MURDER DEBUFF WEARS OFF. It's like obesity. You get fat when you're a greedy cunt who keeps consuming more and more food, you have plenty of time to backout of this very gradual self-destructing act. Same thing applies here. Just exercise some restraint. Kill less people, don't kill so indiscriminately. Weigh up the pros and cons.

The changes I have proposed basically work like how wounds do if you squint a little. They slow you down and get you to take a step back from doing something for a while.
Kill 3 people and then you think to yourself 'shit, I better lay low for a while incase somebody puts 2 and 2 together and realizes I've killed a bunch of people and sends a fucking bunch of ghosts after me'.

The nidbane thing can also be adjusted remember. So if my proposed suggestion is too punishing then maybe have it so that for each Nidbane you kill the debuff counter I suggested drops by 1 so you can't just have an army of 3 + 3 + 3 + 3 + 3 nidbanes sent your way until you die. That shit can be adjusted and isn't set in stone.

The whole not being able to teleport for 10 days thing is harsh, but it doesn't cripple your character in any truly heinous way but it's bad enough that I wouldn't wanna kill some rando fucking spruce cap who has nothing of value and ain't doing shit to me. No way would I bother killing someone like that and losing my ability to hearth for that amount of time. But would I still kill somebody who set up close to me who is being a cunt? Abso-fucking-lutely.

Fair and balanced downsides are what I offer you.

You are fucking moron mate, and let me explain you why. I've "read" (ctrl+f nidbane) your post, and all that you suggest is basically adding more nidbanes. I'll tell you what: in current state of the game (brain dead ai) the only way to lose to nidbanes is to crash under the sheer number of entities on screen.
So what you are suggesting will just add more annoyance to already quite overloaded with annoying thing game.
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Re: Indiscriminate wanton murdering deterrent

Postby Hingle_McCringle » Wed Oct 02, 2024 1:30 am

I think the point your missing is that who determines if it's murder or justifiable homicide??????

Don't get me wrong I find it deplorable when you see a random person and you say Hi to them and they say nothing Chase you down and KO you and take your wood clogs..... but whether it's murder or not is typically decided in real life through criminal procedings.

If your diplomacy fails who decides when violence is justified so that you your self are not label so harshly????

Your only real option in Haven is to join a group who is willing to teach you combat or protect you from the deplorables. Vigilante justice, the reason why organized society creating things like a standing army or police force. And even with that you all see many examples of their misuse as well. It's all a matter of perspective.
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Re: Indiscriminate wanton murdering deterrent

Postby Nocturnal-Rainbows » Wed Oct 02, 2024 1:32 am

Halbertz wrote: You are fucking moron mate, and let me explain you why. I've "read" (ctrl+f nidbane) your post, and all that you suggest is basically adding more nidbanes. I'll tell you what: in current state of the game (brain dead ai) the only way to lose to nidbanes is to crash under the sheer number of entities on screen.
So what you are suggesting will just add more annoyance to already quite overloaded with annoying thing game.

Then buff them, nigger.
Wow, how fucking hard was that? Buff them so you and your faggot friend group can't aoe them down and let them act as they were originally intended, as a deterrent. Make it so only the guy who the scent belongs to can fight them. The reason they're so pitifully weak right now is because people shit the bed about losing a character to them.
Everything you've just bitched about can be fixed with simple number changes. Have it set up so that players who know how combat works can handle a decent number of them but eventually if too many are on them, they die. Simple as tbqhwy.

Nidbanes are currently worthless. They've been worthless for long enough, let's restore them to doing what they're supposed to do.
Nobody thinks you should lose characters to them because you murdered some rando once or even twice, but if you're boating around and just killing everybody you come across with absolute impunity then you can eat shit for all I care because this is designed to stop that, and stop it it will. Ain't nobody risking losing their character they've worked on just to kill 10 shitters.
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Re: Indiscriminate wanton murdering deterrent

Postby Audiosmurf » Wed Oct 02, 2024 1:37 am

Add personal belief slider for racism and then murder can be discriminate
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NORMALIZE IT
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Re: Indiscriminate wanton murdering deterrent

Postby Nocturnal-Rainbows » Wed Oct 02, 2024 1:42 am

Hingle_McCringle wrote:I think the point your missing is that who determines if it's murder or justifiable homicide??????

Don't get me wrong I find it deplorable when you see a random person and you say Hi to them and they say nothing Chase you down and KO you and take your wood clogs..... but whether it's murder or not is typically decided in real life through criminal procedings.

If your diplomacy fails who decides when violence is justified so that you your self are not label so harshly????

Your only real option in Haven is to join a group who is willing to teach you combat or protect you from the deplorables. Vigilante justice, the reason why organized society creating things like a standing army or police force. And even with that you all see many examples of their misuse as well. It's all a matter of perspective.


That's the beauty of it. We don't need to care if the murder is justifiable or not. Murder is murder so regardless of what reason you killed for you get the proposed Murder debuff and can't hearth tele. The Nidbane part stops serial killers from killing so often and so indiscriminately.
Murdering is a part of this game. A needed part. It's how you deal with people who you can't come to any other compromise with. It's how factions fight for power and territory. I don't want murder to go from the game, I kill players too.
All I want is for the act to carry consequences. The consequences need to be bad enough that you notice them (otherwise why even bother adding them? See current Nidbanes) but not abusable and not crippling to your character so that nobody does it again.
I have ~LITERALLY~ no issue with pking, the game would be worse without it, but last world I played was just full of spruce caps who probably didn't have a clue how the game worked being killed off daily. There was like 6 new bodies around where I lived every time I went out to do shit.
Killing for loot I can understand, I've raided plenty of bases through mineholes that haven't been pali'd off or because I saw some guy in a merch robe with 2 travellers sacks in a boat looking like he's traveling cargo, that's fair game as far as I'm concerned, but new players who are still coming to terms with the game that don't have shit to offer and aren't getting in anybodies way should have some line of defense. We can't give them any form of ACTUAL immunity because that can be exploited by alts, the classic argument (and the true argument to be fair), the best we can do is make it so that the downsides of killing them are worse than the joy the players get for killing them.

You can still go out and do aaaaaannnnnnnnyyyyyyyyything you could before murdering somebody with these changes, you just can't hearth home. That's literally the only relevant change for people who kill one person and then just wait off the Murder debuff.
The Nidbane change can be ignored by most people because the only people it'll threaten are serial killers and even then, they can just ration out how often they kill people to avoid a surplus of Nidbanes that can threaten their character.

Murder remains, people will still murder, serial murderers will still murder but less so and if they don't have restraint they can potentially die for it.
Not seeing the issue here.
Last edited by Nocturnal-Rainbows on Wed Oct 02, 2024 1:51 am, edited 1 time in total.
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Re: Indiscriminate wanton murdering deterrent

Postby Halbertz » Wed Oct 02, 2024 1:50 am

Nocturnal-Rainbows wrote:
Halbertz wrote: You are fucking moron mate, and let me explain you why. I've "read" (ctrl+f nidbane) your post, and all that you suggest is basically adding more nidbanes. I'll tell you what: in current state of the game (brain dead ai) the only way to lose to nidbanes is to crash under the sheer number of entities on screen.
So what you are suggesting will just add more annoyance to already quite overloaded with annoying thing game.

Then buff them, nigger.
Wow, how fucking hard was that? Buff them so you and your faggot friend group can't aoe them down and let them act as they were originally intended, as a deterrent. Make it so only the guy who the scent belongs to can fight them. The reason they're so pitifully weak right now is because people shit the bed about losing a character to them.
Everything you've just bitched about can be fixed with simple number changes. Have it set up so that players who know how combat works can handle a decent number of them but eventually if too many are on them, they die. Simple as tbqhwy.

Nidbanes are currently worthless. They've been worthless for long enough, let's restore them to doing what they're supposed to do.
Nobody thinks you should lose characters to them because you murdered some rando once or even twice, but if you're boating around and just killing everybody you come across with absolute impunity then you can eat shit for all I care because this is designed to stop that, and stop it it will. Ain't nobody risking losing their character they've worked on just to kill 10 shitters.

What kind of buff will fix that you can just stair hop them? What number should be adjusted?
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Re: Indiscriminate wanton murdering deterrent

Postby _Scipio » Wed Oct 02, 2024 1:51 am

The murdering will continue until morale improves.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

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