Redhanded Debuff for Local Resources

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

Redhanded Debuff for Local Resources

Postby Shadow7168 » Wed Jan 04, 2017 11:24 pm

It'd encourage people to actually fight over the resources as opposed to who gets their naked alt there first.
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Re: Redhanded Debuff for Local Resources

Postby VDZ » Thu Jan 05, 2017 12:11 am

It'd encourage people to collect Local Resources with crime alts, yes.
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Re: Redhanded Debuff for Local Resources

Postby Glorthan » Thu Jan 05, 2017 12:17 am

I don't think it should require a skill or leave a scent, just require criminal acts enabled and prevent alts from being able to log in and immediately log out due to red handed.
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Re: Redhanded Debuff for Local Resources

Postby Fierce_Deity » Thu Jan 05, 2017 8:04 am

A shorter duration of red hand could actually be nice for local resources.
Could make it take awhile to harvest local resources as well. Like up to a minute, and if cancelled you don't actually harvest it. That would ensure that if theres a fight going on you couldn't just nab it real quick and run. Either run right away or fight for it.
So +1 to finding ways to encourage some conflict at local resources.
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Re: Redhanded Debuff for Local Resources

Postby jorb » Mon Jun 26, 2017 9:59 am

VDZ wrote:It'd encourage people to collect Local Resources with crime alts, yes.


That.
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Re: Redhanded Debuff for Local Resources

Postby ekzarh » Mon Jun 26, 2017 12:08 pm

I would propose to make a collected localized resource behave kinda like a cart does. Meaning it stays on the ground if you go offline or teleport. It doesnt reduce movement speed. And yes, it requires a raft to cross water.

After let's say 1 ingame day collected resource can be broken down to actual usable items.

As a result people would have to carry these thingies home manually, involving some nice competition as a result.

Lore-wise for rock crystal/salt/brimstone/glacier it can be rc/salt/brimstone/ice boulder that is too sturdy/hot/cold to be broken before cooldown passes.
Guano can be picke in mound and is too stinky to approach
Heartwood is taken as big branch and still contains protective spirits for 1 ingame day disallowing to collect leaves
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Re: Redhanded Debuff for Local Resources

Postby blank » Mon Jun 26, 2017 8:23 pm

ekzarh wrote:I would propose to make a collected localized resource behave kinda like a cart does. Meaning it stays on the ground if you go offline or teleport. It doesnt reduce movement speed. And yes, it requires a raft to cross water.

After let's say 1 ingame day collected resource can be broken down to actual usable items.

As a result people would have to carry these thingies home manually, involving some nice competition as a result.

Lore-wise for rock crystal/salt/brimstone/glacier it can be rc/salt/brimstone/ice boulder that is too sturdy/hot/cold to be broken before cooldown passes.
Guano can be picke in mound and is too stinky to approach
Heartwood is taken as big branch and still contains protective spirits for 1 ingame day disallowing to collect leaves


this would only benifit the players that live close to these resources... ney
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Re: Redhanded Debuff for Local Resources

Postby jorb » Thu Jan 11, 2018 11:41 am

Nice idea there ekzarh. I like it, but I'm not sure the present wonders carry significant enough value to be worth it. I'd like it if we could do something with the idea at some point, though.
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