Nidbane needs a buff due to recent safety changes

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Nidbane needs a buff due to recent safety changes

Postby Zachary09 » Tue Aug 22, 2017 11:56 pm

Hey,

I believe Nidbanes need a buff against other Hearthlings due to recent safety changes - apparently now they will only KO their target and disappear forever, without ever delivering the offender's skull to the Nidbane summoner.

Basically this allows any person ever to do whatever they please until they run out of HHP, and they can leave multiple scents without completely any repercussions (now Nidbanes will only kill their target if their HHP is very close to 0).
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Re: Nidbane needs a buff due to recent safety changes

Postby MrPunchers » Wed Aug 23, 2017 1:30 am

Nidburns are joke and what really does hhp is the concuss. Make some nidcussion that is called madness or some shit and it's a pic of a scared dude with ghosts coming into his head and shit and reduces will, psyche, and int by 2 per injury point and all other stats by 20% when you get it.
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Re: Nidbane needs a buff due to recent safety changes

Postby ChildhoodObesity » Wed Aug 23, 2017 5:31 am

i dont think they should kill but maybe deliver a randomized piece of equipment or something
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Re: Nidbane needs a buff due to recent safety changes

Postby Granger » Wed Aug 23, 2017 8:00 am

I suspect there will be two mindsets about this, the ones that leave a trail of scents on a regular basis most likely wouldn't want them to be able to kill, the others that send them ater the first most likely will. I can understand the latter want to be able to get rid of really obnoxious members of the first group for good, but also the first group for not wanting to be certain-deathed for stealing a boat - I hope that participants of this discussion manage to see both sides to this issue too.

I like the Punchers 'madness' idea with stat reducing side effects, thoughs:
- the flat 20% penalty per KO from a nidbane sounds reasonable
- the variable stat debuffs could be attached to nidburns and depend on the type of nidbane that did them, so theft reduces (among others) stealth while combat ones reduces (among others) agility (from shivering in fear), making the banes a punishment for the actual crime (as will/psy/int are currently irrelevant to combat oriented characters which will most likely the main targets of nidbanes)
- madness should not be healable with roots (which should be turned into 'treated with' anyway to give them a timegate, it's enough that they work on everything)
- nidbanes really need a fix to cheesing them (especially the stairs exploit in multi-story buildings)
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Re: Nidbane needs a buff due to recent safety changes

Postby Headchef » Wed Aug 23, 2017 10:44 am

Nidbanes shouldn't be (too) good.

Otherwise it will just lead to black-alts for any crime that isn't combat.

If you steal a bunch of stuff, break some things, and enemy group takes your scent and uses 5x infused nidbane on your shitty scents; to take significant damage from that is already enough reason to not steal/vandal with main anymore.

Only factions can compete with eachother and if you have the imagination that hermits should be able to fuck with high statted chars through dumb ghosts then you just want the game to be unbalanced in favour of the sprucecap.

And why should the sprucecap have powerful ghosts? For the sake that he exists. Because he can. Because he found a random mandrake, did a bunch of shit for some XP and now sends ghosts that do the actual work.

Scents are for tracking and unless something actually balanced is thought of it should stay that way.
Especially since real death in actual combat is impossible currently (unless severely wounded), death only coming from a mandrake ghost is just plain stupid.

Claim shields already give incredible protection to all casuals so all the crimes that are still committed aren't that bad relatively.
If someone is actually so motivated to mess with your full claim shield then you just have bad luck.
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Re: Nidbane needs a buff due to recent safety changes

Postby ChildhoodObesity » Wed Aug 23, 2017 11:21 am

the entire nidbane system was shit when it was introduced and is still shit it was prob one of the dumber things theyve added imo.

i mean i could spawn like 20 alts and get them rage and go block my enemies gates or w/e with them and theyd be forced to murder tham and if you send 5 murder nidbanes on someone theyre going to get knocked out if they dont grab a horse or something its just friggin dumb!!!!!

even 1 alt is annoying i murdered a naked alt at the start of the world and these fuckers bought rage on it and named it "ragealt" and just harassed me for hours so i would kill it and they sent like 20+ nidbanes on me from the 1 scent
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Re: Nidbane needs a buff due to recent safety changes

Postby Granger » Wed Aug 23, 2017 3:59 pm

Headchef wrote:Only factions can compete with eachother and if you have the imagination that hermits should be able to fuck with high statted chars through dumb ghosts then you just want the game to be unbalanced in favour of the sprucecap.
It being unbalanced toward the benefit of a faction so they can run around and crime hermits retaliation-free is also, as history should have teached us, not that bright of an idea as it hinders (newer) player retention.

Sure, not easy to balance. But a hermit jumping the hoops to create (even a shitty) nidbane should not be completely consequence free, even with a faction member as target. It shouldn't be the goal to guarantee a faction member skull coming back in that situation, but it being fully pointless from the start should be neither.
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Re: Nidbane needs a buff due to recent safety changes

Postby DDDsDD999 » Wed Aug 23, 2017 4:19 pm

The problem lies in that noobs want to exact "vengeance" or something because they got some wax and metal together. Meanwhile factions would send multiple nidbanes EACH DAY because you were stupid enough to leave a murder scent. I remember when people would wait as long as they could to kill their nidbanes just so the next one would be sent later. Which basically meant if you were to play on one character you'd be forced to not play.

And this, among other reasons is why nidbanes are cancer.
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Re: Nidbane needs a buff due to recent safety changes

Postby Headchef » Wed Aug 23, 2017 8:31 pm

Maybe think of something regarding whether the crime committed was against the person who sent the nidbane.

Another problem with making nidbane not shit is that when a random sprucecap finds a mandrake, and some time later finds ''a scent'' from something he's not involved in, he can send the nidbane for just a bit of wax and metal because why not the mandrake decay enhances this feeling of otherwise lost potential anyway.

Since you can't really get killed unless going out wounded, sending a nidbane for your battery would be fair to make it stronger than if you were just trying your luck with things which aren't your business, in my opinion.
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Re: Nidbane needs a buff due to recent safety changes

Postby Fostik » Wed Aug 23, 2017 10:45 pm

Nidbane needs a buff due to recent safety changes

For my opinion - yes.
First - how hard criminal act was made.
Second - how mutch criminal acts made.
Will affect how horrible nidburns or other debuffs on KO will be.
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