Death and killing for fun

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

Death and killing for fun

Postby Xeloxs » Wed Oct 25, 2023 8:32 am

I think it should be easier to recover character after death because in this game if you play 1-2 months and someone kills you for a fun is not nice...
What people are doing then? - leaving game
Someone wrote about non PVP but thats bad idea because of developers idea and problems with that - stealing in non-PVP will be common(but i think those thieves in non-PVP can be the same people who are killing for fun in PVP - some people never change).
But i think you are losing too much experience when you die.. and of course if someone kills you for fun you cant bury the body :(
I love and hate this game ..
Maybe developers can find a way to help peaceful people who love this game??
Maybe there can be 2 kinds of people chosen in creation - peaceful and not. for eg. peaceful people cant have an option to attack other player only defence but if die after combat in another player you lose only 10% of experience.
Or 2 ways of dying - when you die because of an animal you lose exp like now and when you die because of another player you lose only 10%.
Or player who starts attack with someone and kill this person gets for all life buff that in case of death he lose 100% exp.
Or someone else have better similar idea?
Scents system is good but not in the beginning of the world...
I think death recovery should be easier and penalty for killing should be bigger that prevents killing for fun.

and sorry for my english ;)
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Re: Death and killing for fun

Postby Aerona » Wed Oct 25, 2023 9:43 am

One of the big reasons not to make it more punishing to kill other hearthlings is that makes it easier to create alternate accounts just to interfere with other players. Committed griefers are reluctant to invest a lot in one character, or to take risks with them when they do, because that opens them up to having a taste of their own medicine. Using alts means they're not vulnerable.

There is an expense skill called Murder which makes it easier to kill other hearthlings, but also makes it easier for others to kill the hearthling who's using it. Players who don't have this or its prequisite skill, Rage, are 'peaceful players' by default, the option only comes up after purchasing this. It might be interesting if purchasing skills on this path increased the consequences for death, but the simple fact that players are able to create multiple accounts (and multiple characters on each account) means that any protection is going to be used for griefing anyway.

The LP loss on death is steep, even with the option to recover some by honouring the dead. There are ways to do it without recovering the body, but it's fairly advanced, since it requires an ancestral shrine and a lot of numen points.

For me, the best way to think about it is to not be too eager to gain and spend LP in the first place. They come to anyone who's patient and finds a few curios every day, and you don't need that many of them to be able to do anything the game allows you to do. Staying alive lets you accumulate more and more of them, but you get less and less out of spending them, because the later skills are harder to use, more situational, and cost far more than the key early skills, and the levelled skills become less useful and more expensive the higher they go.

With the way the hunger system works, dying and inheriting now and then can actually give you more attribute points than staying alive. So, yes, a death is a loss, but it's a chance for growth and renewal so long as you learn from what happened. That's true whether the culprit is a griefer or a wolf.
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Re: Death and killing for fun

Postby azrid » Wed Oct 25, 2023 9:46 am

You can use ancestor shrine to get your burial bonus.
You can create one character thats purely for outside activities and one thats for inside activities.
Losing your hunter only wont hurt as much as losing your hunter crafter combo.
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Re: Death and killing for fun

Postby Xeloxs » Wed Oct 25, 2023 10:31 am

Aerona wrote:There is an expense skill called Murder which makes it easier to kill other hearthlings, but also makes it easier for others to kill the hearthling who's using it. Players who don't have this or its prequisite skill, Rage, are 'peaceful players' by default, the option only comes up after purchasing this.



It means that if i dont buy Rage and Murder im probably save while knocked out?
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Re: Death and killing for fun

Postby cecil01 » Wed Oct 25, 2023 12:13 pm

With a proper base (with a palisade and well-placed locks and no master keys outside)
dying is actually not a big deal at all. Most bellicose players who kill for fun won't siege you, since that's very expensive and time consuming. Most likely you'll only die outside your base, and your base and everything inside will remain safe.

When you die, you do lose your stats and LP.
But you don't lose your base. If you already have a small farm and ovens it will be easy to get stats again. You should also already have a stock of curios, which will make regaining the LP easier.

Your base is much more important than your stats and LP. It takes far more time and effort to build and it is extremely useful, even on the early game. As long as you don't lose your base, dying is just a minor setback.
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Re: Death and killing for fun

Postby meus » Wed Oct 25, 2023 2:57 pm

There are also ways for people to kill you (or make you get killed/ die) other than combat.
These are mostly exploits (might be working as intended, ok, but still - exploits in the sense of purposely killing another player). Some examples:
- destroying your boat in deep water
- luring aggressive animals to you
- causing a cave-in in unprotected area (even by destroying mine supports for that matter)

These are very situational, and rely on careless behavior or lack of attention on your part. But these don't leave scents, don't need criminal acts, and are mostly unavoidable when set up correctly.

So yeah, sticking to a safe routine in a well-known area will almost guarantee you can't be killed, unless you're looking for trouble :)
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Re: Death and killing for fun

Postby Aerona » Wed Oct 25, 2023 9:27 pm

Xeloxs wrote:It means that if i dont buy Rage and Murder im probably save while knocked out?
You're definitely safe when knocked out no matter what skills you buy, even Murderous Rage doesn't allow a hearthling to hit another when they're down. (This is what the wiki says, I haven't seen it tested recently.) So wolves are more dangerous in that regard. Griefers who want to kill other players need to do it while they're still conscious.
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Re: Death and killing for fun

Postby Reiber » Thu Oct 26, 2023 12:51 am

Xeloxs wrote:It means that if i dont buy Rage and Murder im probably save while knocked out?

murder gives you an skill that you can activate to deal more damage to people, this makes it slightly easyer to just kill you with the move that knocks you out,

people that want to kill you will try to deal as much damage to you in one attack as possible to knock you out and deal so much damage that it kills you in combination with the concussion,

but they cant keep hitting you while you are on the ground,

if you activate that skill you also get an 24h debuff, that allows every player with murder to attack you while you are on the ground though, so in theory activating it will make them vulnerable for an extended time,

you dont get punished for skilling rage/murder only for actively trying to go for an kill though

good players dont need to activate the skill to kill an random noob though in most cases, as they probbably deal enough damage already,
but contrary to popular belive it is not that easy to kill an person that is actively running and defending, if they wear some armour and arent wounded to heavily already,

at least thats how it used to work if it hasnt changed in the year i have been off.
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Re: Death and killing for fun

Postby vatas » Thu Oct 26, 2023 7:25 am

Most people probably die to drowning. Either because :

A) They think they can escape by swimming (ironically making themselves a free kill without a murder scent.)
B) Their boat is bashed (either they are AFK resulting in literal zero scents, or attacker only needs to KO them which is only a Battery crime. This gives less than third of Outlaw timer that Murder gives.

https://ringofbrodgar.com/wiki/Scent
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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