movement penalty to the attackers of pieceful players

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

movement penalty to the attackers of pieceful players

Postby AriZona » Thu Dec 12, 2024 4:10 am

1. Characters without rage and murder skills have a sign above; something like we have for villagers.
2. Characters that have no rage and murder can not be murdered under any circumstances when assaulted in PVP
3. If attacked and KO'ed, keep them in KO state for 1 in game day
4. Anybody attacking and KO'ing other without rage and murder accumulate cooldown to movement proportionally to number of those crimes. Cooldown wears off in 7 in game days after the last crime.
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Re: movement penalty to the attackers of pieceful players

Postby WowGain » Thu Dec 12, 2024 5:00 am

the other day i killed someone by chasing them until they ended up hitting a river and they drowned. i never aggroed them, someone else did when they got to the river.
how does the game discern whether or not my actions were peaceful there?
(btw, the character i chased a guy on did not have rage, they just kept running from me because they saw a sword and shield and assumed i had it)
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Re: movement penalty to the attackers of pieceful players

Postby yuuya331 » Thu Dec 12, 2024 6:58 am

A pacifist character doesn't necessarily deserve PvP protection from a systemic perspective
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Re: movement penalty to the attackers of pieceful players

Postby Fostik » Thu Dec 12, 2024 9:33 am

1. Alts without rage and murder skills have a sign above; something like we have for villagers.
2. Alts that blocks you that have no rage and murder can not be murdered under any circumstances when assaulted in PVP, so you can easily surround any player or structure to block him from playing.
3. If random hermit unaware about any changes got KO'ed during his usual gamepaly, he forgets about game 1 in game day (and go play other game or create other alts)
4. Players abused by alt spam who attacking and KO'ing alts without rage and murder accumulate cooldown to movement proportionally to number of those crimes. Cooldown wears off in 7 in game days after the last crime, making it's a viable and reliable way to abuse alts even more


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Re: movement penalty to the attackers of pieceful players

Postby Valgar » Thu Dec 12, 2024 10:59 am

AriZona wrote:1. Characters without rage and murder skills have a sign above; something like we have for villagers.
2. Characters that have no rage and murder can not be murdered under any circumstances when assaulted in PVP
3. If attacked and KO'ed, keep them in KO state for 1 in game day
4. Anybody attacking and KO'ing other without rage and murder accumulate cooldown to movement proportionally to number of those crimes. Cooldown wears off in 7 in game days after the last crime.


1 . Easy way to show you potential preys with minimal risks.
2 . Seems fine for this one, but PvPers aren't here for fair competition and will exploit this.
3 . I am not 100% sure here, 1 in game day is really long, losing the stuff is enough for many newcomers.
4 . Here again I understand the idea but this will be excessively exploited by PvPers to hinder their enemies.

You can't really find the perfect way to "fix" things, cause people will always turn the help you make for pacifists to hinder their opponents by creating tons of naked alt. Competition is a gone myth, only victory prevail, even if you have to cheat/exploit or bug the system (and not only in H&H).
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Re: movement penalty to the attackers of pieceful players

Postby The_Lich_King » Thu Dec 12, 2024 4:24 pm

Valgar wrote:
AriZona wrote:1. Characters without rage and murder skills have a sign above; something like we have for villagers.
2. Characters that have no rage and murder can not be murdered under any circumstances when assaulted in PVP
3. If attacked and KO'ed, keep them in KO state for 1 in game day
4. Anybody attacking and KO'ing other without rage and murder accumulate cooldown to movement proportionally to number of those crimes. Cooldown wears off in 7 in game days after the last crime.


1 . Easy way to show you potential preys with minimal risks.
2 . Seems fine for this one, but PvPers aren't here for fair competition and will exploit this.
3 . I am not 100% sure here, 1 in game day is really long, losing the stuff is enough for many newcomers.
4 . Here again I understand the idea but this will be excessively exploited by PvPers to hinder their enemies.

You can't really find the perfect way to "fix" things, cause people will always turn the help you make for pacifists to hinder their opponents by creating tons of naked alt. Competition is a gone myth, only victory prevail, even if you have to cheat/exploit or bug the system (and not only in H&H).


#2 would be fine if you make it so it auto-hearths you. Otherwise naked alts become an issue if you can't get rid of them. The rest seem very abuseable.
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Re: movement penalty to the attackers of pieceful players

Postby Vladichka » Thu Dec 12, 2024 5:31 pm

Your plan doesn't fix anything and creates more problems.
The real problem isn't even peaceful players getting attacked, the real problem is hermits getting attacked by vastly superior players who also vastly outnumber them.
For some reason attackers are entitled to fast travel. A victim, once in combat, can't port. But for some reason, more people can and will fasttravel to nearest thingwall/milestone and bully the victim. This is stupid, and this needs to be addressed. Not only it creates unfair advantage for ganking groups, it also allows them to cover big areas, like entire continents. They can camp every single thingwall on a continent, lock players in combat, and then surround them after fast traveling to nearby thingwalls. This shouldn't be allowed.
I would make a debuff that prevents you from being to aggro other players for 15 minutes after you fast travel by any means except traveling back to your hearthfire. Sure, there are risks, like getting ambushed by a group and not being able to receive help from your allies. But lets be honest
1. How often does this actually happen? I mean a victim receiving help?
2. How often the helping party actually engages in combat instead of picking up the victim and sailing away?
I think the tradeoff is worth it. There is a reason why fast travel is disabled when in combat, and it should involve all parties, including the potential participant, not just the initial attacker and a victim. Yes, it's retrocausality, and it's completely fine to have it in a game.
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Re: movement penalty to the attackers of pieceful players

Postby SnuggleSnail » Thu Dec 12, 2024 7:15 pm

I think you should get a speed bonus when attacking peaceful players.
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Re: movement penalty to the attackers of pieceful players

Postby The_Lich_King » Thu Dec 12, 2024 7:17 pm

SnuggleSnail wrote:I think you should get a speed bonus when attacking peaceful players.


I'll bet you do
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Re: movement penalty to the attackers of pieceful players

Postby boshaw » Thu Dec 12, 2024 9:10 pm

AriZona wrote:3. If attacked and KO'ed, keep them in KO state for 1 in game day

:lol:
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