Crime & Punishment: Holmgang

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

Re: Crime & Punishment: Holmgang

Postby SnuggleSnail » Sat Nov 09, 2024 5:02 am

Kaios wrote:the average player lacks are tools to help them gather information.


What tools I have that they don't
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Re: Crime & Punishment: Holmgang

Postby Executioner » Sat Nov 09, 2024 8:09 am

jorb wrote:Problem: Since W3 and the removal of brick bashers there hasn't been real consequences to crime. Criminals roam free. You hate to see it.

I agree with the problem but the solution sucks.

The existing consequence to leaving scents is PvP justice warriors might can track the scent and hunt you down.

Just improve this existing solution. Give us a distance meter for example and people would be infinitely more willing to chase down the scents. Very simply improvement.
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Re: Crime & Punishment: Holmgang

Postby SpacePig » Sat Nov 09, 2024 9:42 am

jorb wrote:Problem: Since W3 and the removal of brick bashers there hasn't been real consequences to crime. Criminals roam free. You hate to see it.

Solution: Holmgang

Core Pitch:
  • Grievous Crime scents can be used to construct a Holmgang totem by a Thingwall near the offender's hearth.
  • The totem must be destroyed within 10 ingame days (or somesuch), or the challenged character dies of shame and cringe.
  • The totem can only be destroyed for 20 minutes around High Noon ingame, and only by the challenged character.
  • A character can only be challenged by one totem at any given time. Crime scents allow you to track down the existing challenge if there is one.

Debatable details:
  • Murder or some other significant skill is required to construct the challenge, and the challenger takes 20% of health permanent shame wound should it fall.

The original idea was suggested to me by a player. Pretty keen. Incentives do not seem too perverse. Please consider.

That's it. That's the tweet.

a criminal for murder, theft, vandalism cannot have his own claim!
He is a criminal, what kind of legal property can he have?
If the criminal is on someone else's active claim, or outside of it, he can be killed there like a pig, just by clicking the mouse, by any player.
The same if he is offline and called through the fire, "right button - slaughter"
The criminal status is indefinite, lifelong, to get it, it is enough for anyone to raise 1 trace.
Murder or theft of someone else's property cannot be forgotten.
Traces of the crime remain forever until they are found, bandits are not forensic experts to hide evidence.
Naturally, killing a criminal is not a crime.
All things stolen from other people's claims, taken from corpses, or unconscious players, have a hidden status of "stolen". If stolen items are sold on the market, the owner of the trading place or even the owner of the market can become a thief - people will see their own things or their murdered friends.
Taken from softcore games like Lineage2, the temporary status of a criminal does not correspond to the damage that crimes cause to other players.
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Re: Crime & Punishment: Holmgang

Postby yym331 » Sat Nov 09, 2024 10:18 am

-1
One day, I noticed that someone had placed a Claim near my base, and I thought, 'Hey, stop that!' and broke down their fence. …Apparently, this, too, counts as a cr

Honestly, please don't make the crime and retaliation system any more complicated than this. It’s unintuit
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Re: Crime & Punishment: Holmgang

Postby Reiber » Sat Nov 09, 2024 11:00 am

yym331 wrote:-1
One day, I noticed that someone had placed a Claim near my base, and I thought, 'Hey, stop that!' and broke down their fence. …Apparently, this, too, counts as a cr

Honestly, please don't make the crime and retaliation system any more complicated than this. It’s unintuit



yea. some worlds ago , i bashed the hearthfire of a saltbot , on the remote continent i was the first discoverer of. before the bot building scoutbot infested all local resources. 5 days after i discovered the continent, and started their timers.

from that point on i got hunted through the entire world.
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Re: Crime & Punishment: Holmgang

Postby Escogido » Sat Nov 09, 2024 12:45 pm

the idea is to make it possible to put a siege weapon within a radius of 5-10 minimap from the killer's campfire if there are traces of murder in the inventory, the validity period is up to the validity period of the traces
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Re: Crime & Punishment: Holmgang

Postby Forager01 » Sat Nov 09, 2024 12:52 pm

Response to Holmgang Suggestion – Let’s Make ‘Em Pay!

Arrr, ye’ve struck gold with this one, mate! No more free passes fer scoundrels slippin' away into the night. This Holmgang idea could finally put some damn *fear* back in these dogs. Here be me thoughts fer takin' this even further:

------

1. Totem Countdown – Keep ‘Em Sweatin’
Yer Idea: The scallywag’s got 10 days before he meets his maker, unless he’s got the stones to break the totem.

Me Twist:
  • Aye, 10 days be decent, but I say let’s make ‘em sweat from the second that totem hits the ground. How about daily debuffs the longer they wait? Like losin’ health or stamina, till their body and spirit be shakin’ like a leaf by Day 10. If they ain’t ready to break that totem by High Noon, they deserve what’s comin'.
  • Add some hellfire or smoke billowing off the totem itself, just to remind the fool every hour that his days are numbered.

------

2. The Shame Wound – Mark of a Craven
Yer Idea: If the challenger loses the totem, they get slapped with a shame wound.

Me Twist:
  • The shame wound should cut deep – no mercy. A permanent mark of weakness visible to any who look upon ‘em, like a scar across the face or a limp in their step. Let ‘em wear it like a badge of failure.
  • And if they lose, how about a debuff on all damage or a drop in max health, just so they remember what happens when ye challenge and fail? Make it sting. Let every man and woman see ‘em fer the weakling they are.

------

Totem Placement – Bring the Fight to Their Doorstep
Yer Idea: Plant the totem near the scoundrel’s hearth.

Me Twist:
  • I say, make it impossible to hide the damn thing. The totem should be right at their front step, in plain sight – a constant reminder of the wrath that’s comin' fer ‘em.
  • Let the scent trackin’ be even stronger, almost like a beacon in the night. Anyone who holds a scent can see the totem from leagues away, makin' it known to everyone who wants to watch the showdown.

------

Final Thoughts – Make ‘Em Suffer
This Holmgang idea’s got legs, and if ye make it brutal enough, it’ll put the fear of Davy Jones into any fool thinkin' of stealin' or killin' without consequence. Shame wounds, High Noon, and front-yard totems – all the ingredients fer *real* justice.

Anyone got the guts to suggest more ways to make this painful? Let’s make sure these dogs pay dearly for their crimes. Make 'em regret every step they took in the dark!

[center]Bring on the Holmgang![/center]
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Re: Crime & Punishment: Holmgang

Postby Kaios » Sat Nov 09, 2024 1:59 pm

SnuggleSnail wrote:
Kaios wrote:the average player lacks are tools to help them gather information.


What tools I have that they don't


Well I mentioned characters themselves being tools, surely you have a step up in that regard when it comes to managing and handling tasks between multiple characters/clients. Experience, time, even information/knowledge is a tool that can be wielded with force when in the right hands. You may be thinking of "tool" too directly, or perhaps that was poor wording on my part.

Feel free to share with the class and explain why you think performing tasks with one character is comparable to what you do with multiple running bots.
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Re: Crime & Punishment: Holmgang

Postby SnuggleSnail » Sat Nov 09, 2024 2:18 pm

If you're being that broad it turns it into a nothing statement but ok
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Re: Crime & Punishment: Holmgang

Postby Kaios » Sat Nov 09, 2024 2:23 pm

dude shut up you didn't have a good response either way
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