Fix to Safe Palisades

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Fix to Safe Palisades

Postby Mario_Demorez » Mon Oct 22, 2018 8:36 pm

The first change would be that anyone in combat (No matter who started it) would not be able to enter gate that gives visitor debuff. The second change would be that every character gets to choose one "claim" to allow them to enter while in combat. This could be called their "Safe Haven" or "Home." They could only have 1 at one given time. Once they enter this plot they are given a debuff called "Yellow Belly" which would not allow the character to log off or use Charter stones. This buff would last for atleast 24 hours after entering the plot WHILE in combat. The time would extend if someone was seiging the claim they have set as "Home." However if the player is no longer on the plot then the buff would expire as normal (24 hours). The "safe haven" could not be changed but every so often (Maybe a day or week cooldown) and can not be changed while the character is in combat or if they have "yellow belly."

The first part of this idea can be skipped over of course and keep the combat and visitor gates the same. I believe "Yellow Belly" would fix safe pallies because if someone was chasing them and they hide in a small 5x5 palisade the chasers may not be able to follow but they can definitely siege it without fear of the "Yellow Belly" escaping by logging out or teleportation.
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Re: Fix to Safe Palisades

Postby shubla » Mon Oct 22, 2018 9:03 pm

too complicated
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Re: Fix to Safe Palisades

Postby Aceb » Mon Oct 22, 2018 9:10 pm

Mario_Demorez wrote:The first part of this idea can be skipped over of course and keep the combat and visitor gates the same. I believe "Yellow Belly" would fix safe pallies because if someone was chasing them and they hide in a small 5x5 palisade the chasers may not be able to follow but they can definitely siege it without fear of the "Yellow Belly" escaping by logging out or teleportation.


Of course it should be skipped, as it basically allow to slaughter sprucecap before public market. Aggro someone and they can't run away into safe place anymore.

Faster and better would be simple to get away ability of closing gates for people who have started the fight. Open yes, closing no. Making the opened get temporary not giving visitor debuff to whoever participates in fight?
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Re: Fix to Safe Palisades

Postby Granger » Mon Oct 22, 2018 9:15 pm

Mario_Demorez wrote:The first change would be that anyone in combat (No matter who started it) would not be able to enter gate that gives visitor debuff.
That would just lead to ganking outside markets as the victims couldn't enter, in case it would only apply to those who initiate combat it would work.

'Home claim'

There should be no need for selecting the home claim, a player can only be member of one village and the amount of maintainable personal claims should be limited anyway - generating presence only when a cusiosity pops while on the claim (with the bond in the mentory), no longer remote and no longer per 'refill claim', would solve that and wouldn't be a problem for legit claims that cover actually used living and production areas, like a tree farm or a mine, but would stop the sprinkling claims all over the world.

Rest could be something that might work, given that changing village membership while the debuff lasts is disabled.
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Re: Fix to Safe Palisades

Postby Mario_Demorez » Mon Oct 22, 2018 9:49 pm

Granger wrote:
Mario_Demorez wrote:
'Home claim'

There should be no need for selecting the home claim, a player can only be member of one village and the amount of maintainable personal claims should be limited anyway - generating presence only when a cusiosity pops while on the claim (with the bond in the mentory), no longer remote and no longer per 'refill claim', would solve that and wouldn't be a problem for legit claims that cover actually used living and production areas, like a tree farm or a mine, but would stop the sprinkling claims all over the world.

Rest could be something that might work, given that changing village membership while the debuff lasts is disabled.

You can create your own C&I for this idea. You've posted it enough already.
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Re: Fix to Safe Palisades

Postby Mario_Demorez » Mon Oct 22, 2018 9:52 pm

Aceb wrote:
Mario_Demorez wrote:The first part of this idea can be skipped over of course and keep the combat and visitor gates the same. I believe "Yellow Belly" would fix safe pallies because if someone was chasing them and they hide in a small 5x5 palisade the chasers may not be able to follow but they can definitely siege it without fear of the "Yellow Belly" escaping by logging out or teleportation.


Of course it should be skipped, as it basically allow to slaughter sprucecap before public market. Aggro someone and they can't run away into safe place anymore.

Faster and better would be simple to get away ability of closing gates for people who have started the fight. Open yes, closing no. Making the opened get temporary not giving visitor debuff to whoever participates in fight?

Yah, auto agro would be a problem if you couldn't enter if you did not start combat. However, I don't believe I should be able to go to CF by crossroads and get agroed and run into CF without the perp following. I think the only two options for this problem are to not allow anyone to enter while combat is initiated or to allow both participants to cross the gate and let the perp have trespassing IF and only IF the person he agroed has it aswell. This way the perp can follow the victim anywhere on the claim, including houses.
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Re: Fix to Safe Palisades

Postby DDDsDD999 » Mon Oct 22, 2018 10:19 pm

Last thing this game needs is more obscure classification mechanics, especially ones that mimic the exact functionality of the already pointless but annoying outlaw.
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Re: Fix to Safe Palisades

Postby SaltyCrate » Tue Oct 23, 2018 8:02 pm

Mario_Demorez wrote:nce they enter this plot they are given a debuff called "Yellow Belly" which would not allow the character to log off or use Charter stones.

But they can teleport to HF? They willl just teleport to hf then.

Mario_Demorez wrote:The "safe haven" could not be changed but every so often (Maybe a day or week cooldown) and can not be changed while the character is in combat or if they have "yellow belly."

It would have to be closer to the week than to the day. As one day cooldown of changing where one can safely hide would not change anything.

Mario_Demorez wrote:The first part of this idea can be skipped over of course and keep the combat and visitor gates the same.

What? If combat and visitor gates would be kept same than this entire idea is pointless. No one would ever choose their "Home" at all, as it would be just detrimental.


Mario_Demorez wrote:I believe "Yellow Belly" would fix safe pallies because if someone was chasing them and they hide in a small 5x5 palisade the chasers may not be able to follow but they can definitely siege it without fear of the "Yellow Belly" escaping by logging out or teleportation.

Thing is, even setting all other problems with this idea aside, I still doubt the likelihood of this scenario. It takes a looooong time time siege a claim. Yes the person they are after is inside, but if siegers' vigilance drops for even a second what is to stop him from bolting to the nearest river where his friends are already waiting with the knarr on the ready? Can't you run away from any reasonable oppposing force regardless anyway?
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Re: Fix to Safe Palisades

Postby Mario_Demorez » Wed Oct 24, 2018 1:45 pm

You wouldn't be able to hearth either, forgot to say that. No teleporting out of the walls in anyway (Including trojan beds). Agreed about the time limit, a week seems more reasonable. And for the "No one would choose their home": If you didn't select a home your default home would be your first pclaim (Or village you joined). And before you have a home claim you would just not be able to run into any claim while in combat.

And this idea is not for the removal of escape for people. I don't care if someone can actually run away from the aggressors. As long as they are actively playing and not abusing a game mechanic to escape. I am sure it makes catching the person way more enjoyable if you catch them.
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Re: Fix to Safe Palisades

Postby SaltyCrate » Wed Oct 24, 2018 3:49 pm

Mario_Demorez wrote: And for the "No one would choose their home": If you didn't select a home your default home would be your first pclaim (Or village you joined). And before you have a home claim you would just not be able to run into any claim while in combat.

Mario_Demorez wrote:
The first part of this idea can be skipped over of course and keep the combat and visitor gates the same.

If you keep the combat and visitor gates the same then you would be able to do that just fine.

Mario_Demorez wrote:And this idea is not for the removal of escape for people. I don't care if someone can actually run away from the aggressors. As long as they are actively playing and not abusing a game mechanic to escape. I am sure it makes catching the person way more enjoyable if you catch them.

Then I fail to see what this idea is for. Would it prevent combatants run in and out of safe palis during combat (which is what devs seemed to be unsatatisfied with)? No. Would it make creating those safe palis less useful? Marginally. Would it make it easier or more useful to siege those safe palis? Not at all.
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