The Pilgrim Robes

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

The Pilgrim Robes

Postby DaniAngione » Sun Apr 03, 2016 5:31 pm

Ok, another idea just for fun :D
I like to think of fun stuff. I'm fairly sure there are lots of abuse that can come from it, however - so it's better to open them up for discussion.

The pilgrim robes - as the name suggests - is a piece of clothing meant for pilgrims, people on pilgrimages. Sometimes we just want to visit places, to go to certain landmarks or see the world. And, as we all know, the Haven world is a dangerous world to walk around...

What people usually do is create a ton of alts. Explorer alts, alts to visit friends, alts to see famous villages or world landmarks, etc... The "alt logic", however, isn't 'healthy'. It stems from the same dark pit as bots, the greater evil, and is just a lighter fashion of it. So the Pilgrim Robes are meant to try and mitigate the spamming of alts by allowing people a safer (or at least easier to take vengeance upon) method of travel when the travel itself is all that matters (no trade, raiding or anything else intended)

So, how would it work... When you equip the Pilgrim Robes, some things change:
  • You may not wear any piece of equipment with the Pilgrim Robes. Things that provide no stats whatsoever and are not inventory increasing items (backpacks, sacks...) weapons, armor or a shield are fine. So you can wear boots, maybe a hat, etc.... A Stone Axe is fine, too.
  • When you equip the pilgrim robes, your inventory space is greatly reduced. Perhaps 1x6 would be good. It's important to not have two rows so items like swords, bows, shields and armor can't be carried. 1x6 provides room for a water container and 5 branches for fires.
  • The exact spot where you "equipped" the Robes determine the Starting Point of your Pilgrimage. Starting points are important for a reason soon to be explained.
  • The robe decays over time. The time it lasts is determined by the quality and will instantly disappear if you remove it. So once you equip it - off you must go.
  • The pilgrim can defend itself if attacked - but if they kill the aggressor (who knows?) they instantly lose their Pilgrim Robes. Just knock down the aggressor and flee, or kill it and go back home.
  • If the pilgrim starts combat against another hearthling, he instantly loses his Pilgrim Robes.

Ok, so... as you see, the Pilgrim Robes greatly reduces a character's capacity of battle, work, anything. It's meant exclusively as a way to grant safe passage across the world. But how is that ensured? What are the advantages of wearing the Pilgrim Robes?
  • First and most importantly. IF a Pilgrim is murdered, the scent will show up in two locations: the place of death, as usual, but also the "Starting Point" of the pilgrimage, making it easily and safely accessible to the Pilgrim heir.
  • The Gods provide protection to the Pilgrims and look with disregard upon those that inflict harm upon them. For that reason, the murder scent of a Pilgrim produces a far stronger Nidbane (2 or 3x the strength of the aggressor at LEAST)
  • It also lasts longer and allows for more Nidbanes if the last one fails.
  • Also, dying as a Pilgrim returns 60% of your LP/Stats REGARDLESS of burial. IF the body and skull are buried, an extra 5% is granted to each of them, allowing a total of 70% return to dead pilgrims. (could be even more, like 80%)

Thoughts, abuse possibilities, relevancy? I know it's not like a priority... But I can see scenarios where I could use it, do you see them too? :D

EDIT:
In order to prevent the spamming of alts to block gates/places and "force" the pilgrims to be killed so scents are easily accessible, I've concluded that the robes should have some kind of requirement to be equipped. I think that the most logical thing to require is for the character to have a developed skull (100k LP and 50 int). That should at least prevent the spamming of weaponized pilgrim alts.
Besides, if the character has less than that, losing it on a normal travel wouldn't be much of a blow anyway.
Last edited by DaniAngione on Sun Apr 03, 2016 5:40 pm, edited 1 time in total.
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
User avatar
DaniAngione
 
Posts: 1791
Joined: Sun Dec 18, 2011 12:22 am
Location: The Hearthlands

Re: The Pilgrim Robes

Postby basuranephilim » Sun Apr 03, 2016 5:35 pm

I wouldn't mind them not being able to be attacked at all.
Same as they can't attack nor do proper work. (due to the things you've listed).

8/10 would take in pilgrims, offer them food and shelter.

Only thing I'm concerned about.
Pilgrims could use boats / wagons, to load up containers.
These could be used for ''safe'' trade.

That's the only thing I can think of for now.
Whitehill village recruiter
"Let me be cruel, not unnatural,
I will speak daggers to thee,
But use none."
User avatar
basuranephilim
 
Posts: 164
Joined: Sat Feb 27, 2016 1:07 pm
Location: Netherlands

Re: The Pilgrim Robes

Postby DaniAngione » Sun Apr 03, 2016 5:38 pm

basuranephilim wrote:I wouldn't mind them not being able to be attacked at all.
Same as they can't attack nor do proper work. (due to the things you've listed).

8/10 would take in pilgrims, offer them food and shelter.


Yes, I'd totally give them food and shelter, too! :D

I thought about suggesting that they would be immune, but two things occurred to me:
  • This would allow for the usual "passage blocking" abuse we already see so much. People would spam pilgrim alts on the gates of their enemies, etc, etc...
  • Although cruel (and something I'd never approve) the slaughter of pilgrims makes up for great storytelling and community feud, like "the people that supports pilgrims" against the usual sociopaths, etc. :D

EDIT:
(Actually the 1st reason can be used to force scents by blocking gates and forcing people to kill pilgrims... for that reason I've edited the OP with a "requirement" to equip the robes.)
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
User avatar
DaniAngione
 
Posts: 1791
Joined: Sun Dec 18, 2011 12:22 am
Location: The Hearthlands

Re: The Pilgrim Robes

Postby Ysh » Sun Apr 03, 2016 5:48 pm

If I can be killed as the pilgrim, I will make an alt. If my child was murder, is the death of the man who murder a making me whole again? No, I still missing the child. Similar, doing some vengeance on my pilgrim killer is still leaving me as dead loss.

If I cannot be killed as the pilgrim, it is able for abuse.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: The Pilgrim Robes

Postby DaniAngione » Sun Apr 03, 2016 5:54 pm

Ysh wrote:If I can be killed as the pilgrim, I will make an alt. If my child was murder, is the death of the man who murder a making me whole again? No, I still missing the child. Similar, doing some vengeance on my pilgrim killer is still leaving me as dead loss.

If I cannot be killed as the pilgrim, it is able for abuse.


There's certainly balancing to be done (I took the numbers out of nowhere) to possibly make it worth. There are situations that you might want to travel with your main, though. Like moving to a friend's place or something like that. This would make that a bit more viable for not so strong/non-PVPers, for example. Of course I don't think everyone would stop using alts because it's 100% safer, but this could help a bit.
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
User avatar
DaniAngione
 
Posts: 1791
Joined: Sun Dec 18, 2011 12:22 am
Location: The Hearthlands


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot] and 2 guests