Nidbane nerf

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

Re: Nidbane nerf

Postby Granger » Thu Jan 19, 2017 12:59 pm

NOOBY93 wrote:Hodor

Still no arguments.
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Re: Nidbane nerf

Postby Sollar » Thu Jan 19, 2017 1:45 pm

Nidbanes are a godbless for poor hermit noobs, and maybe they only retaliation agains griefers. But then again after a big battle (and I do belive that this is what everyone wants - devs included - big skirmishes over power and resources). After such a big battle with victims maybe on both sides, the winning faction, instead of celebrating victory, they have to resign their surviving characters to an unavoidable nidbane attack.

What is the point of a conflict where both sides end up dead? With the alt-vaulting there is already almost no point in raiding. Take away the victory too and the only conflicts that will ever arise will be between disposable ua alts.
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Re: Nidbane nerf

Postby ninja_yodeler » Thu Jan 19, 2017 2:04 pm

What if Nidbanes/similar spookyscaryskeleton could be used defensively rather than as a retaliatory measure? Something like a Hearth Magic option to summon something that can attack a player attacking you. (provided it could distinguish between player attacking an animal to avoid hunting exploits)
If it could know which player initiated combat so it wouldn't help out the aggressor. And could be leveled in such a way that it's a help to spruce caps, but really not useful to anyone with say, more than 10o in a combat stat, or whether it comes is determined by how unbalanced combat weight is, something like that.

It'd be tricky to balance with people specializing in different combat stats, But something defensive, that makes griefers hesitate to kill on sight, but doesn't allow the "hurr durr summon as many nidbanes as possible from every scent I come across regardless of who or where or how involved I am" seems like a step in the right direction. Just something useful for players in early game, but not useful those who can fight for themselves.
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Re: Nidbane nerf

Postby Nek » Thu Jan 19, 2017 3:37 pm

Holy fucking shit these devs are retarded, I've never seen such an idiotic thought process. I've played a ton of games in which player killing is a big thing, and non of those games have had devs who are retarded enough to think that your average joe should be able to kill PKers with impunity just because "th-they shouldn't be doing bad things like killing anyway!".

>Kill some guys
>Okay cool what's my punishment, am I going to be marked for a while like in any good game with PK'ing allowed
>Nah, let's make it so that their character can't log off for 9 days, they get the location of their base revealed, they can't travel out of their base without adequate precautions since their location can be tracked by a kill squad, and that anybody passing by can use 1 wax and 1 metal (what a fucking joke of a cost) to kill their character. Servers them right for being bad!

Here you have a mechanic which every PvPer is saying is bad, and flat out telling you that it's impossible to survive multiple murder nidbanes being sent on you, and your response is "That's fine, there should be a low cost avenger that bypasses any terrain / defenses and kill your character without a thing you can do to stop it".
Oh what's that? You won a 5 vs 5 fight? Guess it's time for the enemy to head back to the battlefield on their alts to pick up the murder scents and kill the winners, after all, it's not fair that only their characters died, everything should be equal.

How about simply making it so that burying corpses stops the use of nidbanes against that murderer? The guy who died only loses 40% of his attributes, the killer still has the 3 other negatives listed above to deal with for 9 days, it would actually incentivise burying corpses. I see literally no negative side to this. Not fucking one.
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Re: Nidbane nerf

Postby jorb » Thu Jan 19, 2017 3:40 pm

I bow before your infinite wisdom, Nek. The words and thoughts of mere men are like leaves in the wind before a true philosopher such as yourself. Verily, my retardery is apparent to me now.
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Re: Nidbane nerf

Postby Kaios » Thu Jan 19, 2017 3:43 pm

It's funny you guys think nidbanes need a nerf yet I still see annoying players griefing other players even though they get absolutely nothing out of it. They are leaving theft/vandal/battery but they neglect to leave murder. Hmm I wonder why that is.

You shouldn't be so willing to smash in to some poor newb's stick fence and steal their candleberries while u go hide behind your palisade and they can do nothing about it. Idk what nidbanes need but they don't need a nerf. Maybe they need a re-work I can agree to that but if their re-work means you can just leave scents where ever you want and never have any concern about repercussions then those are the wrong changes.

Stop leaving scents for zero gain just because you can and maybe you won't get killed by a nidbane.
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Re: Nidbane nerf

Postby Nek » Thu Jan 19, 2017 3:47 pm

jorb wrote:I bow before your infinite wisdom, Nek. The words and thoughts of mere men are like leaves in the wind before a true philosopher such as yourself. Verily, my retardery is apparent to me now.


jorb, I love you but sometimes you are pretty fucking dumb and as such I have to get stern, because the magical ghost of PKers bane is just silly as fuck. What's wrong with my 'fix' anyway? If I died and I knew my corpse would be getting buried, I'd be okay with that. 40% is still a noticeable hit of course but it used to be that when you got basically fuck all in return.

Stop leaving scents for zero gain just because you can and maybe you won't get killed by a nidbane.

I don't know about the other guys, but I haven't been killed by one yet. I'm pre-emptively bitching before that inevitably happens, because it's fucking dumb that leaving a murder scent = you are guaranteed death yourself.
Again, the "don't do bad things!" argument isn't even remotely good enough to excuse a guaranteed death heading your way just because you killed somebody.
jorb wrote:I bow before your infinite wisdom, Nek. The words and thoughts of mere men are like leaves in the wind before a true philosopher such as yourself. Verily, my retardery is apparent to me now.

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Re: Nidbane nerf

Postby Kaios » Thu Jan 19, 2017 3:56 pm

It's not a guaranteed death unless you murder like 5 people though and get 5 murder nidbanes. Everyone that deals with nidbanes keeps telling me what a waste it is to send theft/vandal nidbanes especially at this stage of the game because your metal and wax are better spent elsewhere and yet I come to this thread and see the total opposite.

But then you tell me you haven't been killed by one yet so preemptive bitching seems a bit retarded itself.
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Re: Nidbane nerf

Postby Nek » Thu Jan 19, 2017 4:03 pm

Kaios wrote:But then you tell me you haven't been killed by one yet so preemptive bitching seems a bit retarded itself.

That's the whole point of something being preemptive.

As for theft and vandal nidbanes, why are they not a success again? I mean surely you don't expect just robbing somebody to guarantee a kill too. I'd say as long as the nidbane inflicts some nidburns on the thief/vandal then they're working fine. If they manage to get a kill too then lucky you.
jorb wrote:I bow before your infinite wisdom, Nek. The words and thoughts of mere men are like leaves in the wind before a true philosopher such as yourself. Verily, my retardery is apparent to me now.

banok wrote:GG nek, your thread was successful at baiting people on to us
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Re: Nidbane nerf

Postby Kaios » Thu Jan 19, 2017 4:08 pm

Nek wrote:That's the whole point of something being preemptive.

As for theft and vandal nidbanes, why are they not a success again? I mean surely you don't expect just robbing somebody to guarantee a kill too. I'd say as long as the nidbane inflicts some nidburns on the thief/vandal then they're working fine. If they manage to get a kill too then lucky you.


Nah that's stupid and useless. I'd rather they not exist at all than give anyone the false hope that they'll actually be useful. It doesn't have to be a kill but as it currently stands they are entirely useless and might as well not be implemented at all. The murder nidbane is the only one you're concerned about and you can probably deal with a single one just fine as can most other raiders as well and that really shouldn't be the case.

Like I said, maybe they need a re-work to do something other than murder the perpetrator but you're a tool if you think these things need to be nerfed. They are fuckin' easy in the late game dude and you know it so maybe just keep it on your pants for a bit and your character won't get butt fucked.
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