Stop proposing ways to punish criminals like with karma or summoning systems, or stat reductions, or inability to teleport, or being made easy to raid, or being made immune to law and able to be attacked/robbed/killed/raided without consequence.
Listen, we know, it's been an abnormally harsh world start. TONS of criminals running around, aggroing, KOing, robbing, raiding anyone they come across. I had a guy get attacked and KOed at the tail end of day 1, and by the end of day 2 when everyone was asleep, a few bases were robbed.
HOWEVER, i've been seeing a huge amount of posts both here and on Steam advocating for changes to the system to make crimes hard or impossible to commit, criminals to be weakened, made easily sieged, etc etc, all the way up to the god-forbidden "add a PvP toggle".
There are two huge, HUGE problems with these sort of changes proposed;
1: It goes completely against the game's themes and ideas. H&H is a game about freedom and equality, you see that tree? You could chop it down, or pick its seeds and plant it a family. You see that house? You could level it to the ground, or leave gifts inside. See that guy? You could beat and rob him, or offer your heartfelt friendship. You can do anything you like and there are no obtuse systems or moderators in place to say "whoa whoa whoa, KOSing? In MY hardcore wilderness survival game?!" Open PvP and crime are just as integral to the game as Open PvE and farming.
and FAR more importantly, 2: This is an online MMO. Do you know what that means? Do you really? I'll spoil it for you; EVERYONE wants that advantage every way and every place they can get it. It's a competition, it's a sport, it's a GAME. The goal is to continue, and here's the thing, it's an open sandbox game, where the only goal is one you set for yourself. What does this mean, ultimately? It means for those guys whose goal is to be the strongest, the biggest baddest and coolest, they'll take every advantage they can get to make you the weakest. If you get bad karma for killing people, your enemies will send armies of naked alts to force you to kill them to reduce your karma. It means if you get your stats reduced when you commit crimes, people will build massive claims over you forcing you to "steal" your items back and reduce your stats to 1. It means if a criminal makes the claim he lives on weaker and more prone to raiding, your enemies will make 10 crime alts and sneak them onto your property and raid you while you're weakened. It means if, once branded an outlaw, anyone can commit crimes against you, or your claim, your enemy will attack you suddenly, surround you completely, and force you to hit back once, and...surprise! He was at 1 HP! You killed him, by accident, and now his friends sprint in ready to annihilate you, rob you, kill you, raze your base to the ground, without consequence, because you're an "outlaw".
Being a criminal is a playstyle, just like a farmer, hunter, or miner. Punishing them for playing that playstyle, or implementing ridiculous systems that mark them as "that one playstyle you shouldn't play" goes against everything the game stands for and, more pressingly, opens the door for absurd exploits that only HURT the people afraid of injury, loss and death.
Now i'm not gonna make a C&I post with just critique, so here are my IDEAS as well on how to handle crime and punishment:
Being a criminal should strip you of protection against your own greatest tool; sneakiness and subtlety.
When talking about ways to make commiting crimes a CHALLENGE, as a game should have, and making them unique to a unique playstyle, i try to keep two things in mind; ensure it makes sense lore-wise and theme-wise and isn't some IP-tracked arbitrary bad number that goes up, and ensure it isn't something that can be flipped onto innocent people, like having your stats reduces when you commit a crime. So, that being said:
Criminals ambush you while you're picking berries and at your most vulnerable, and you can't do that back because they are in full war gear and will immediately hearth home if you try anything. They go in on alts and disposable armor and weapons and you have your good gear, gildings and items on you. Thus, being a criminal should make it easier for people to flip the script and turn the turntables on YOU. IE, tracking needs an improvement to allow us to give criminals a taste of their own medicine. By being a criminal, you begin a circle of AMBUSH someone in the wild or their house while they're vulnerable, EXPOSE yourself to rangers and neighbors finding out what you did, OPEN yourself to having an even better bigger ambush set on YOU, forcing YOU to be the defender for once.
By far my favorite suggestion as of recent is from DDD:
DDDsDD999 wrote:Tracking could just use some buffs:
1. Let the tracker see how different the perp's combat stats are. Give a message like "you are weaker/about equal/stronger than the perp," based on the % difference of an aggregate of combat stats, so rangers don't get baited into tracking to a perp that will just smash their face in.
2. Make some hearth magic that gives some buff to the ranger specifically in combat against the perp. Equalizing stats by a % if they're lower would be the least abusable.
To add onto this, a scent should tell you everything a ranger would need to know. Currently knowing a location does little for you; you should know if you any chance against this particular character among other things. But the big idea here is that by committing crimes you should be afraid of a ranger who gathers enough info to create other advantages against you other than having stats and a sword.
For one, make scents stack like DDD later suggested. I also think heinous scents should give slightly deeper information; like if the perp is currently standing on claimed land or in the wilderness, to allow ambushing be easier.
Make the scrying ball easier to make. It takes a fucking rock crystal? I doubt anyone's ever made one.
And I would like to see nidbanes made easier to make too, but reworked to be a weak henchman that will assist you come the hour of vengeance. They follow either the victim, or ranger, or both, around and engage the perp as soon as its master does. I don't think they should scale with scent type, instead you can only make 1 per crime commited. So stealing an item will allow a ranger to maybe make 1 nidbane to help him fight you, but beating, robbing, raiding and killing someone could leave a ranger with 4, 5, 6 weak nidbanes to curse you, but that's a shower thought.
But honestly the biggest problem right now is how easy it is not just to commit crime, but do it constantly and many times, with the only tool being given to fight that is telling you a rough direction the perp is in. Nidbanes and scrying balls range from stupidly annoying to make, to impossible if you don't get lucky with mandrake spawns.
I think that wanton, meaningless crime for the sake of crime should be the only time real punishment kicks in.
One wild idea is some sort of "curse" stat that represents the spirit of the Havens leaving your cruel sinful body. It could cause people within a few minimaps to get a chill down their spine, alerting them to an accursed maniac nearby. The only way to get this would be to beat and rob multiple people per day, and merely makes doing it constantly more and more frustrating.
But as an example there's a village near me that preys only on the weak, bashing fences and bulldozing timber houses and drying frames, but hearthing home at the sight of my character with a bronze sword. These are the most slippery and pathetic criminals and i do think some steps need to be taken to allow me and their victims to do SOMETHING against it, and in my opinion the best way to do this is to pile on minor inconveniences that only people who know you, know what you're doing and live close enough nearby can take advantage of, and isn't something you can accidentally accrue and suffer from, unless you're criminal scum. These could be things like:
Assault should always redhand you. You shouldn't be able to attack me, fail, and immediately hearth home before i retaliate, to try an ambush on me again 2 minutes later. (If you aren't a criminal, just don't aggro people without an actual escape plan in mind.)
Assault should Outlaw you too, but only for an hour or two, and:
Having outlaw should make you hearth home 200-500% slower. If you're going to try to beat people before they can escape, you should be forced to fight them before you can escape.
(Above suggestions wouldn't affect sprucecaps and claim owners protecting themselves as they can just flee back into their base. Wandering criminals on the other hand would be the only ones affected.)
You should be able to memorize perps off heinous scents. (So a ranger knows when he meets his foe, including when not actively tracking him and just stumbling upon him.)
Bashing walls and fences should take more SHP; if you break into a base, alone, it makes sense you would be exhausted and the residents would get a small advantage to protect their land.
Rangers should have a base ability to sense nearby scents, meaning leaving a ton of scents across noob bases and spots in the forest where you attacked them, makes it easier for players to target you.
Tracking a scent should show the direction and info to anyone in your party.
And finally, you and your party should be able to attack anyone bashing your claim, even before it's dry, to prevent that constant early game issue of can't make a claim because can't protect claim because i don't have a claim.
Bottom line, being a criminal should be an open acceptance that you'll have a target painted on your back, not an acceptance that you're weaker and less advantaged than everyone else because you're "bad"; not be a straight up nerf and debuff, instead allowing people willing to take matters into their own hands and fight you to...well, DO SO.
(Sorry if this post is kinda all over the place i'm really tired but can't sleep because i keep seeing post upon post of "pvp is bad and should be removed and anyone who likes it or disagrees with me is stupid and not as smart and cool and nice and handsome as me and i have the moral highground")