Scents, nidbanes etc.

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

Scents, nidbanes etc.

Postby Seraphimos » Thu Jan 26, 2017 12:48 pm

Im feeling that current scent system is kinda weird. Here is example. I was sailing my boat, when some random guy with his friend agroed me, since i was on my hunter alt wich had some offencive skills i killed one poor bastard and another one escaped. I LEFT MURDER SCENT. So i killed criminal bastard whom was trying to kill me and i became criminal? How this is even fair? My suggestion is that you should not leave scents, when you defending yourself.
Also my hunter died today, couse these scums sent nidbane. So as a result, i became criminal against my will and lost my alt. (inb4 nidbane killed me couse i had wreched gore 75 wich was like half of my hp, also alt was in surv clothes).
Also i cant track these guys village and have my revenge, couse another guy broke his hearthfire and loged off.

P.S. me dont speak english, me sorre XD
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Re: Scents, nidbanes etc.

Postby Asgaroth22 » Thu Jan 26, 2017 12:53 pm

If you only knocked them out and left it at that, you wouldn't have left any scents. But you murdered them, so you are a criminal.
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Re: Scents, nidbanes etc.

Postby latency_vi » Thu Jan 26, 2017 12:54 pm

well, killing is still killing even if he's a criminal.
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Re: Scents, nidbanes etc.

Postby Adder1234 » Thu Jan 26, 2017 12:56 pm

Perhaps it should be that if you kill someone who aggroes you it becomes a "Self Defence" scent that isn't as bad as a Murder scent
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Re: Scents, nidbanes etc.

Postby Seraphimos » Thu Jan 26, 2017 12:58 pm

Well its been a long time since i played HnH last time, and i thought that i need murder skill to kill someone.
Anyway knock out and leave criminals who want to kill you is kinda bad idea in first place.
Adder1234 wrote:Perhaps it should be that if you kill someone who aggroes you it becomes a "Self Defence" scent that isn't as bad as a Murder scent

At least something like that.

Name of the poor bastard is Terror, so if you reading this, you are cowardly dog.
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Re: Scents, nidbanes etc.

Postby sMartins » Thu Jan 26, 2017 1:07 pm

mmmmm.....hard topic, I'm thinking at something like wounds that will never heal being KOed from pvp fights, that affects your agility...."Mr.XXX left you a war wound that will never heal,etc...-50 agility" (just an example).....based on %, low % if you are defending yourself, high % if you attacked first and KOed later....
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Re: Scents, nidbanes etc.

Postby Kaios » Thu Jan 26, 2017 2:39 pm

If you get attacked and you only knock the guy out that tried to KILL you all you're doing is giving him a chance to recover with his character fully intact so he can just try and kill you again. It's a very dumb decision to leave aggressive people alive because they won't give you the same courtesy when you're under their sword.

I already suggested before the possibilty that defender does not leave a murder scent.
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Re: Scents, nidbanes etc.

Postby loftar » Thu Jan 26, 2017 2:46 pm

latency_vi wrote:well, killing is still killing even if he's a criminal.

Indeed. It is in fact so that the non-aggroing party does not leave a Battery scent for knocking the other party out, but continuing from there and killing him still leaves a Murder scent.
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Re: Scents, nidbanes etc.

Postby Seraphimos » Thu Jan 26, 2017 3:28 pm

loftar wrote:
latency_vi wrote:well, killing is still killing even if he's a criminal.

Indeed. It is in fact so that the non-aggroing party does not leave a Battery scent for knocking the other party out, but continuing from there and killing him still leaves a Murder scent.

So you say only option to live near hostile group (if i dont want to be criminal), is to knock them down and run away? Untill they finally manage to gang you successfully? Im living in peace, im not harming anyone, yet my alt dead (im only sorry for full combat deck, farm new take aim is pain in the ass) and not becouse i could not protect myself against other players, just becouse system decided that im criminal.
My thoughts that if you initiate combat with random guy, you should be ready for consequences. And the problem here, that anyone can find that scent and send nidbanes just for lulz or track you thinking that you are criminal.

I really want to hear thoughts against my opinion.
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Re: Scents, nidbanes etc.

Postby Hrenli » Thu Jan 26, 2017 3:42 pm

Seraphimos wrote:So you say only option to live near hostile group


If they are hostile they are leaving scents. Send nidbanes on them if you want, there are options. Maybe not very good and bright, but they are options nevertheless.
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