Remove safepalis

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

Re: Remove safepalis

Postby vatas » Fri Dec 27, 2024 2:50 pm

Dawidio123 wrote:
SnuggleSnail wrote:Eh, getting a little off topic but I think you're doing the thing where people see all of the problems their group has and assume the other group doesn't have similar issues. There have unironically been dozens of times where I was AT LEAST 30+ minutes away from my willig somewhere nobody had thingwalls trying to fuck people from relevant willages up on my own this world.

Definitely less true now when travel weariness is infinite and having most thingwalls is pretty ubiquitous, but even if I have backup neither side will rly know for sure who has more backup until the fight happens. Safepalis breed cowards and faction willages should not be full of cowards >:c

Fair enough, and as I said i'd agree with safepali removal if we also fuck up snekkjas and thingwalls.

I suggested fucking up Snekkja's - it was quite specifically formulated with Snail's "mobile safe pali" -complaint in mind. His response was to joke about defecating into my mailbox.

After re-reading all the relevant posts, maybe the above is an unfair presentation of events - he may have primarily responded to the part about Kicksleds. But Snail also keeps whining about Kicksleds ruining PvP? Wouldn't Kicksled having a turn radius keep it useful as a travel option, while MASSIVELY gimping it as "infinite stamina horse?"
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Remove safepalis

Postby SnuggleSnail » Fri Dec 27, 2024 3:13 pm

It's not a joke. If that shit happens I will fly to Finland within 1 week.

I think vehicles having a turning radius would just not be enjoyable to pilot, and probably (?) leave them in a similar situation PVP wise. If a guy is using a sleigh to drop people off ahead of you a turning radius isn't going to stop him from doing that. If a snekkja is picking the people in danger up then dropping them off with the rest of their group or just escaping the controls sucking probably won't stop that.
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Re: Remove safepalis

Postby Sevenless » Fri Dec 27, 2024 4:13 pm

SnuggleSnail wrote:To reiterate the original premise, even if I were wrong about people killing themselves with safepalis constantly (I'm not), IMO safepalis end up saving hermit slayers and PVPbois far more than any other class of people that are seen in a more sympathetic light. IMO, most of the hermit killer groups would be A LOT less aggressive if they couldn't run to safepalis.


Tangent aside, it's definitely true that the most common use of safe pally's (including airlocks) I've seen is aggressive bullshit. Setting one up in an area makes it way easier to be aggressive, instead of just a village getting the defensive bonus by having a place to run to.
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Re: Remove safepalis

Postby DonVelD » Wed Jan 01, 2025 8:32 pm

Archiplex wrote:Yeah I don't really buy the argument that allowing them to exist is more dangerous than removing them outright, all you've done is say "it is more dangerous" without explaining in detail why, though.

I don't like them, but as above posted I'd much rather they be implemented with some sort of "official" safepali rather than this stopgap solution we currently have of non-directly related mechanics. Would be neat if they were a village-wide feature that allowed you to plant one "safe" escape zone somewhere in your v-claim that only villagers could utilize.

my 200iq play:
-get "chased"
-wear no gear (have it in my inventory)
-beg for opening gate
-run in, aggro, wear my shit and kill the boy
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Re: Remove safepalis

Postby HingleMcCringle17 » Thu Jan 02, 2025 3:17 am

DonVelD wrote:huge quote block



Just to see if I understsnd this correctly, you had a friend aggro you near a Randoms village who had a say Pali, acted like a hermit sprucecap and asked that person to open their safpali for you. So you could then turn around and kill them in their own safe Pali?
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Re: Remove safepalis

Postby DonVelD » Thu Jan 02, 2025 7:20 am

HingleMcCringle17 wrote:Just to see if I understsnd this correctly, you had a friend aggro you near a Randoms village who had a say Pali, acted like a hermit sprucecap and asked that person to open their safpali for you. So you could then turn around and kill them in their own safe Pali?

yep!
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Re: Remove safepalis

Postby terechgracz » Thu Jan 02, 2025 9:28 am

once avien did it to me but I opened with slave forager and he cleaved me for this mistake
never fell for this trap again
I think shaki there did good for that hermit
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Re: Remove safepalis

Postby Milarepa » Thu Jan 02, 2025 10:44 am

DonVelD wrote:my 200iq play:
-get "chased"
-wear no gear (have it in my inventory)
-beg for opening gate
-run in, aggro, wear my shit and kill the boy

<images and videos cut to save space cus u cant spoiler in a quote smh>

Jesus Christ, how stupid one has to be to fall for such a trap... The whole scenario reeks of fake but oh well, who cares. Well deserved. Safepalis should stay just to punish the idiots.
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Re: Remove safepalis

Postby Kaios » Thu Jan 02, 2025 12:38 pm

An airlock with one normal gate to go in but not out is not a safe pali it is a death trap. That is poor gate design and a failure to understand the mechanics obviously. I don’t think that makes them unnecessary though it’s just another mechanic that is poorly explained with no tutorial or guide offered to new and/or inexperienced players which might provide them with a better understanding of such implementations.
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Re: Remove safepalis

Postby Avu » Thu Jan 02, 2025 1:57 pm

I propose that everyone builds a couple of safepalis good or bad design doesn't matter since it triggers snail so much. You don't have to use them he just has to see them.
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