Suggestion: disable or limit stealing from KO'ed characters

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

Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Executioner » Thu Nov 07, 2024 3:21 pm

Hasta wrote:No, my point was (and still is) that material loss should not be so easily inflictable by ganking. If you're that one unicorn who chose to roleplay as a criminal from under a bridge and strive to acquire new items mainly by means of PvP - more power to you, get good and actually kill people in cool hats you want to loot. This shouldn't be as easy as it is right now.

As to how you did prove my point: your ganking would be discouraged should you've been met with an obstacle of having to actually kill a player.


Thank you for proving my point.
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Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Hasta » Thu Nov 07, 2024 3:24 pm

Executioner wrote:Thank you for proving my point.

You're very much welcome.

It always boils down to the simple question: which player behavior is most conducive to the benefit and growth of the playerbase. That behavior should be encouraged. Opposite - discouraged.
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Re: Suggestion: NO STEALING FROM UNCONSCIOUS

Postby azrid » Thu Nov 07, 2024 3:32 pm

Hasta wrote:
azrid wrote:If this does not motivate you to gank someone nothing will

You can't be seriously shoving an anecdotal occurence that has quite a low chance of iteration as a proper arguement.

But even if we entertain the idea, answer me this: how in the world would a ganker know I'm wearing THESE exact pants? And if he doesn't know that, how would it mean that I'm wearing anything "provocative" or even remotely valuable? And if I'm not doing that, how does your screenshot support your position in any way?
Come on, that's grasping at straws. Do better.

Gankers DO NOT gank for material gain. They do so to INFLICT psychological pain and additionally (as is the state of events now) material loss on others. I believe the material loss should be removed from this equation to some extent, if not entirely.

This has been proven to be the case throughout worlds.
The same ganker is famously known for ganking people for their gear.

Even back in w10 people were selling gear they got from ganks.
I see you have been playing single player as a single KO set you off so much.
I would like to welcome you as you just experienced playing an actual mmorpg with player interaction.

Knocking out 10 sprucecaps and getting one good item is already a win in my book when it comes to early world.
Most valuables early world wont show on your body so its worth giving it a go if the target is easy to chase.
The joy of possibly getting something good is worth it.
Later on the loot you are wearing becomes more obvious and standards on targets go higher.
People will not bother with full nettle noobs later on.
Additionally you can make yourself a harder to catch target by carrying more water so you can run away for longer.
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Re: Suggestion: NO STEALING FROM UNCONSCIOUS

Postby Hasta » Thu Nov 07, 2024 3:38 pm

azrid wrote:Knocking out 10 sprucecaps and getting one good item is already a win in my book when it comes to early world.


Aha. And this should be the golden standard for everyone playing this game because...?

WHY should this aspect of PvP define the game? Is that the main intended purpose of being able to attack other players? And if not, should it be alleviated to balance the game for new players? They aren't here just for you to have fun, they are here for THEM to have fun as well.

You keep bringing up anecdotals, someone's pants, my KO etc. These have no bearing on the discussion from my standpoint. While my encounter with a ganker did spur the idea and, ultimately, implored me to start this debate, I'm not doing this out of spite, but, rather, genuinely considering this change to be beneficial to the playerbase as a whole.
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Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Ganhart » Thu Nov 07, 2024 3:40 pm

Hasta wrote:No, my point was (and still is) that material loss should not be so easily inflictable by ganking.

Hasta wrote:But both of us know that's not what ganks are about, their goal is griefing and inflicting misery.


???
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Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Hasta » Thu Nov 07, 2024 3:41 pm

Executioner wrote:yesterday I attack somebody because they had a cool hat but then he had worthless equipment lol


Would you mind answering this real quick please - did you take the worthless equipment or did you leave it as is after inspecting the KO'ed player and seeing nothing of value?
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Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Hasta » Thu Nov 07, 2024 3:48 pm

Ganhart wrote:
Hasta wrote:No, my point was (and still is) that material loss should not be so easily inflictable by ganking.

Hasta wrote:But both of us know that's not what ganks are about, their goal is griefing and inflicting misery.


???


Yes, MY goal is to advocate for a shift in material loss by ganking from early game to mid- and endgame, and that's the point I'm arguing for.

Gankers' goal is to inflict misery and grief on other people, the material gain is not their main intention.

Did I reconcile these two quotations to you?
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Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Ganhart » Thu Nov 07, 2024 3:50 pm

Hasta wrote:
Ganhart wrote:
Hasta wrote:No, my point was (and still is) that material loss should not be so easily inflictable by ganking.

Hasta wrote:But both of us know that's not what ganks are about, their goal is griefing and inflicting misery.


???


Yes, MY goal is to advocate for a shift in material loss by ganking from early game to mid- and endgame, and that's the point I'm arguing for.

Gankers' goal is to inflict misery and grief on other people, the material gain is not their main intention.

Did I reconcile these two quotations to you?


Not really, gankers in this thread are literally telling you that they are doing it for material gain only, I also provided examples with "hat or die" scenario. Yet you keep insisting that gankers do it "inflict misery and grief". I'm really confused why you refuse to read what people are telling you and keep repeating your delusional opinion.
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Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Hasta » Thu Nov 07, 2024 3:58 pm

Ganhart wrote:Not really, gankers in this thread are literally telling you that they are doing it for material gain only, I also provided examples with "hat or die" scenario. Yet you keep insisting that gankers do it "inflict misery and grief". I'm really confused why you refuse to read what people are telling you and keep repeating your delusional opinion.


That's rich :D , but you forget that other people can read as well.

The only one person who said he ganks for material gain is still to answer a simple question about leaving the non-valuables behind. If he does that, then, sure, he's a robber - and he should get good at it, put in some effort and kill people for their trinkets. And I've stated that already at least once.

The gankers are driven by the desire to inflict misery. If they can benefit materially from it - sure they'll do that too. Why should they be able to - is a question that remains unanswered.
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Re: Suggestion: disable or limit stealing from KO'ed charact

Postby Kaios » Thu Nov 07, 2024 4:15 pm

Ganhart wrote:Not really, gankers in this thread are literally telling you that they are doing it for material gain only, I also provided examples with "hat or die" scenario. Yet you keep insisting that gankers do it "inflict misery and grief". I'm really confused why you refuse to read what people are telling you and keep repeating your delusional opinion.


To be honest the hat or die thing is a pretty bad one. Players are spending real money to obtain them and by allowing them to be stolen (even if it is by means of a threat) is not a good look for the game and it does likely deter players from making their first or further purchases for hats that aren't being provided through subscriptions.

I don't think there would be any legal ramifications if a scenario such as, "Player A buys hat that is no longer obtainable, Player B forces player Player A to give them said hat, Player B sells hat at a premium to another player" were to occur but certainly it is an incredibly sleazy behaviour that I would not want in any game I'd be developing.
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