An interesting take on the captivity idea....

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

An interesting take on the captivity idea....

Postby Kaitie » Tue Apr 02, 2013 1:11 pm

Yes, yet another idea/suggestion, as a former content creator/designer I'm really full of it and as I read and play I will get plenty of ideas.... :P And I know not everything is worth following through, but eh, it gets people talking, ideas get worked on, developed, and maybe some have potential!

You could have the ability to craft a collar which can be put on KO'd characters... quality of the collar determines length of captivity (maybe 2-24 hours, time only ticks when you are online). A person who has been collared can be lifted/carried by the person who created the collar, and where they are dropped they have a degree of freedom of movement based on collar quality (like 50-100 tiles, etc). Once the collar degrades (or is picked off by the person wearing it, or broken by someone else) they are free to escape/teleport to their hearth fire.

This could add an interesting dimension to game play; after all, if you are KO'd and you have put enough advancement in your character and are collared to work for another person, you have a choice to work for them and live or defy them and be killed. This becomes a mutually interesting choice... as an aggressor could choose to collar you (which would create scents at the scene they collared you) or kill you.... and you, as a captive, then could choose to live and work while looking for escape or work until the collar wears out (a time that is neither visible to captured or capturer) and hope they don't kill you anyway... it would be an all 'round risk/reward system for everyone. A chance to live for victims and maybe escape or be rescued, and a chance to get temporary free labor for aggressive people.

Now, people are going to say, "But I wouldn't want to be captured or play a captured character".... and detraction is, "Do you want to be killed?" It gives both an attacker and victim a chance/choice, it's not something you *have* to live with.... as you can just refuse to work and be put to death, or left to starve in the woods or for wild animals, etc. But, it gives you a possibility of life.

What effects on game play could this have?

* It would definitely create villages or areas which are built by tyrants who enslave people.... but, there would also rise a faction of people who live and breath to free the oppressed, and give sanctuary, maybe generating loyalty and friendship in the process... and villages of freedom fighters who were formerly captured who rebel against the tyrant, etc.
* Obviously, as said, it's not something everyone has to be forced to endure if they get collared and don't want to play that way.... but, if you've been KO'd and collared, you really choose to have a chance to live working for someone else, many people would take it in the short term for a chance for survival and escape. Or you can just tell the person to screw off and they could kill you.... or leave you to starve or be mauled by bears, either way, you are/were dead. You simply had an extra chance at life before being murdered.

What do you think? Do you have ideas to expand on this, critique on this, to flesh it out and make it better/less, etc?
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Re: An interesting take on the captivity idea....

Postby NOOBY93 » Tue Apr 02, 2013 2:34 pm

No. It would be a good idea if H&H wasn't an exploit-fest. How would that be used? My guess is, the scent would be smaller than murder. People would collar you, and leave you to get mauled. Simple as that. What am I saying, this already exists. People make Con alts, buff leeches, and put them on KO'd people. But please, add more ideas because I enjoy reading your little stories 'tyrant war and stuff' about the ideas.
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Re: An interesting take on the captivity idea....

Postby TeckXKnight » Tue Apr 02, 2013 2:52 pm

NOOBY93 wrote:No. It would be a good idea if H&H wasn't an exploit-fest. How would that be used? My guess is, the scent would be smaller than murder. People would collar you, and leave you to get mauled. Simple as that. What am I saying, this already exists. People make Con alts, buff leeches, and put them on KO'd people. But please, add more ideas because I enjoy reading your little stories 'tyrant war and stuff' about the ideas.

How dare anyone suggest constructive ideas ever for this game.

Your example bears no relation to this thread at all so I have to assume from this, and all of your other posts, that you have absolutely no idea what you're talking about. There is no current system to support forced labor or slavery or anything that resembles this even in exploit form. Personally I'm against the idea entirely, but that's a personal opinion so I'm not going to bother throwing it in as a critique.
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Re: An interesting take on the captivity idea....

Postby Amanda44 » Tue Apr 02, 2013 3:38 pm

Sorry Kaitie, but I'm also against this idea.

This could add an interesting dimension to game play; after all, if you are KO'd and you have put enough advancement in your character and are collared to work for another person, you have a choice to work for them and live or defy them and be killed. This becomes a mutually interesting choice... as an aggressor could choose to collar you (which would create scents at the scene they collared you) or kill you.... and you, as a captive, then could choose to live and work while looking for escape or work until the collar wears out (a time that is neither visible to captured or capturer) and hope they don't kill you anyway... it would be an all 'round risk/reward system for everyone. A chance to live for victims and maybe escape or be rescued, and a chance to get temporary free labor for aggressive people.


For a start it would significantly alter game play, not, I hasten to add, in a good way.

Also - "and hope they don't kill you anyway" - seriously?!

Lol, I can say now, that no matter how advanced my char was I would still rather die than be forced into slave labour, at the end of which i'm going to get killed anyway - not to mention that my own village has fallen into disrepair during my captivity and all my livestock have died from starvation, or it's been raided and everything of value stolen or destroyed, so even if I do escape or am freed I have nothing to return to. How is this a reward system for everyone? And how is it a mutually interesting choice? Why should aggressive people be rewarded with free labour? And peaceful players at risk of losing more than they do already?

Imo, this is more of a game 'breaking' idea.
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Re: An interesting take on the captivity idea....

Postby Kaitie » Tue Apr 02, 2013 3:55 pm

Amanda44 wrote:Sorry Kaitie, but I'm also against this idea.

This could add an interesting dimension to game play; after all, if you are KO'd and you have put enough advancement in your character and are collared to work for another person, you have a choice to work for them and live or defy them and be killed. This becomes a mutually interesting choice... as an aggressor could choose to collar you (which would create scents at the scene they collared you) or kill you.... and you, as a captive, then could choose to live and work while looking for escape or work until the collar wears out (a time that is neither visible to captured or capturer) and hope they don't kill you anyway... it would be an all 'round risk/reward system for everyone. A chance to live for victims and maybe escape or be rescued, and a chance to get temporary free labor for aggressive people.


For a start it would significantly alter game play, not, I hasten to add, in a good way.

Also - "and hope they don't kill you anyway" - seriously?!

Lol, I can say now, that no matter how advanced my char was I would still rather die than be forced into slave labour, at the end of which i'm going to get killed anyway - not to mention that my own village has fallen into disrepair during my captivity and all my livestock have died from starvation, or it's been raided and everything of value stolen or destroyed, so even if I do escape or am freed I have nothing to return to. How is this a reward system for everyone? And how is it a mutually interesting choice? Why should aggressive people be rewarded with free labour? And peaceful players at risk of losing more than they do already?

Imo, this is more of a game 'breaking' idea.


But, in that, you have the choice to die, so it's nothing you can be 'forced' into unless you really want to try to save your character with a chance for escape. So, if you don't want to play that route, you don't need to/have to. I'm pretty sure I wouldn't either, but it's not a 'Oh great, captured, now I have to do this...' no, you can let that character die and ressurect as a new one in the same sense as if they had killed you. Again, choices always make life interesting.
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Re: An interesting take on the captivity idea....

Postby dackT-E » Tue Apr 02, 2013 8:59 pm

Its insane! as nooby said an exploit fest and its a bad apple
but keep up the work as some of your work is amazing
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Re: An interesting take on the captivity idea....

Postby painhertz » Tue Apr 02, 2013 9:40 pm

dackT-E wrote:Its insane! as nooby said an exploit fest and its a bad apple
but keep up the work as some of your work is amazing


Quit following this chick around and poo pooing her ideas, dickface!
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Re: An interesting take on the captivity idea....

Postby Saxony4 » Tue Apr 02, 2013 9:47 pm

painhertz wrote:
dackT-E wrote:Its insane! as nooby said an exploit fest and its a bad apple
but keep up the work as some of your work is amazing


Quit following this chick around and poo pooing her ideas, dickface!


whiteknight spotted


On the subject of a collar to enslave someone, mite b cool. You could sell people into slavery and make them harvest your crops. Just like real life!
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Re: An interesting take on the captivity idea....

Postby TeckXKnight » Tue Apr 02, 2013 9:51 pm

Saxony4 wrote:whiteknight spotted
On the subject of a collar to enslave someone, mite b cool. You could sell people into slavery and make them harvest your crops. Just like real life!

I think the main selling point was the fact that it was temporary. Perhaps preventing construction of hearthfires and other small measures could be taken to stop it from getting too problematic.
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Re: An interesting take on the captivity idea....

Postby NOOBY93 » Tue Apr 02, 2013 10:04 pm

TeckXKnight wrote:
NOOBY93 wrote:No. It would be a good idea if H&H wasn't an exploit-fest. How would that be used? My guess is, the scent would be smaller than murder. People would collar you, and leave you to get mauled. Simple as that. What am I saying, this already exists. People make Con alts, buff leeches, and put them on KO'd people. But please, add more ideas because I enjoy reading your little stories 'tyrant war and stuff' about the ideas.

How dare anyone suggest constructive ideas ever for this game.

Your example bears no relation to this thread at all so I have to assume from this, and all of your other posts, that you have absolutely no idea what you're talking about. There is no current system to support forced labor or slavery or anything that resembles this even in exploit form. Personally I'm against the idea entirely, but that's a personal opinion so I'm not going to bother throwing it in as a critique.


Actually, the concept itself wasn't slave labour in a whole. He/She said that they could either imprison you (take you captive) or leave you bound to get mauled by bears, which people would abuse. People also abuse the leeches damage, so yes, it bears lots of relation if you payed some attention to what I'm talking about, no offense, of course.

Tl;dr: Leeches are bad. Bondage is bad. They're both bad.
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