Rage & murder thoughts.

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

Rage & murder thoughts.

Postby Headchef » Sun Feb 10, 2019 11:33 am

Rage is required to deal with some otherwise unbalanced situations.
For example a solo player playing in an area and want to compete for a local resource.

He goes to the local resource when it is near to spawning, and who do we find there? Of course, a naked alt.

Now he could buy rage but then if you get unluckily aggro'd by a bunch of wolves or something along those lines you risk complete death.

I think this part is unreasonable.

I propose: if KO'd by character who has rage only - you get to logout or hearthfire just like before.

If KO'd by character who also has murder skill, he has the opportunity to kill you with the KO. If you have no murder skill yourself but only rage, it's a matter of numbers whether you die from the KO.

If you get KO'd by someone who has rage and no murder, he simply cannot kill you. Even if the numbers work out, getting KO'd by only someone with rage should always let you hearthfire or logout.

Now factions will want to get murder because otherwise we get the bullshit from last world where you get KO'd, grab some medicine from a market or whatever and you are back tomorrow.

With proposed change you don't have to risk entire character for just buying rage (because wildlife can get you too) while still maintaining good level of danger if you are then found by someone who does have murder. Or just rage and knocks you out .. anyway a 30K LP skill should not determine what it does now and these are some of my thoughts on it.

In theory a rage-char could make openings and such for a murderer in the group but still too little murderers will make fights with intent to kill hard to coordinate and it becomes a matter of weighing how much kill potential vs how much combat support you want to have in a group. Also when characters are memorized by others as killers in next encounters they can be focused knowing they have this skill.

In my view more balanced than what we have now because buying rage means playing safe forever or running into guaranteed death at some point, while all you want to do is maybe just instigate combat to scare someone off or knock out some faggot alt just there to take resources that you cannot do anything about otherwise.
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Re: Rage & murder thoughts.

Postby Nek » Sun Feb 10, 2019 11:56 am

Can't say I agree with this. I like the new changes, for now anyway.
I do agree that the alt issue in regards to world resources should be addressed, but not via this way. If you want to contest world resources, and want to be able to attack people, then you should run the risk of dying should you lose.
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Re: Rage & murder thoughts.

Postby beardhat » Sun Feb 10, 2019 1:33 pm

I like rage mechanics as it currently is, but I think it should be a credo instead of a flat LP point dump that people can easily rush.
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Re: Rage & murder thoughts.

Postby Headchef » Sun Feb 10, 2019 1:36 pm

If alt grabs it right before you do, the only chance to get it back is to get into his inventory. Scents required would be assault battery and theft, with no real intent to kill. That's why I think this is a fair middleground between being able to do absolutely nothing and getting eaten by animals sometime just because you've bought this skill... But yeah views differ. A credo for rage would just make it even harder for casuals to retaliate as it becomes another credo choice which are already hard and dragging on enough with how number of tasks increases...
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Re: Rage & murder thoughts.

Postby 2d0x » Sun Feb 10, 2019 1:38 pm

Headchef wrote:...I think this part is unreasonable...

The siege is even less reasonable: build a catapult/ram, alts surround the catapult while it dries. Also alts block the gate. If the besieged does not have 30k LP, then he is just sad to see. If the besieged has a 30k LP, then he can attack the alts... after which he will receive "red hands" and death after KO.
Last edited by 2d0x on Sun Feb 10, 2019 1:49 pm, edited 3 times in total.
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Re: Rage & murder thoughts.

Postby MadNomad » Sun Feb 10, 2019 1:43 pm

that's a very good idea, it is better than what we have now, because it's less one-sided
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Re: Rage & murder thoughts.

Postby ricky » Sun Feb 10, 2019 1:55 pm

Honestly, castle doctrine should apply to the hearthlands.
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Re: Rage & murder thoughts.

Postby Lojka » Sun Feb 10, 2019 7:25 pm

maybe kill only the ones, who can murder ?

so if u whant hardcore, you go hardcore

personnaly i whant to participate in pvp but not with the chance of being killed
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Re: Rage & murder thoughts.

Postby wonder-ass » Sun Feb 10, 2019 7:47 pm

2d0x wrote:
Headchef wrote:...I think this part is unreasonable...

The siege is even less reasonable: build a catapult/ram, alts surround the catapult while it dries. Also alts block the gate. If the besieged does not have 30k LP, then he is just sad to see. If the besieged has a 30k LP, then he can attack the alts... after which he will receive "red hands" and death after KO.


there is a thing called castle doctrine. you can aggro people and evict people on your own claim so alt blocking catapult shouldnt be a problem lol.
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Re: Rage & murder thoughts.

Postby MagicManICT » Sun Feb 10, 2019 8:25 pm

wonder-ass wrote:there is a thing called castle doctrine. you can aggro people and evict people on your own claim so alt blocking catapult shouldnt be a problem lol.

thought that was only people with the visitor flag?
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