Pk'ers / Griefer's

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

Pk'ers / Griefer's

Postby johnsmith » Wed Jun 16, 2010 12:56 pm

Please remember this is only an idea therefore flaming is not needed.

Since the Dev's appear to have created this game from their spare time and for their enjoyment for the moment, and for the most part have enjoyed the free forming evolution of community interaction trying to change only that which is completely unbalanced, I have one maybe two possible idea's to balance this particular pk/griefer issue to the benefit of all. If this has already been suggested on another thread at another time forgive me.

To get rid of the combat system and being able to fight or vandalize for whatever reasons would be wrong. To modify it might not be.

First:

For every action there should be a consequence, therefore, if someone would like to kill another player (and this should be if a person initiates killing without cause) (people who pursue pk'ers might have cause?) then whomever initiates the killing without cause should lose something that is of value. One way would be the same as if you die you lose up to 75% of your LP, if you kill without cause maybe the same can be implemented, you lose a certain amount of LP (maybe not 75%, but something......and it becomes harder to regain lost LP each time you kill without cause). This would apply to griefer's as well. If you make it cost something to pk or grief then one would think twice if it is worth it to perform the action, but would not completely eliminate it. This would also reduce the worthless and random destruction of property stolen and discouragement of noob players as well.

Second:

To prevent macro's, power LP players, and simply unbalance in strength issue's regarding pk'ers/griefers and the protections they may have against less aggressive LP farmers or players, maybe allowing (as in real life) the ability of groups of people to be able to overpower or have a chance against one powerful player and be able to more effectively repel or kill said aggressor. (a group of 5 with pitchforks should be able to trap and harm if not kill an iron armored war monger....this would also foster community development)

If players are truly into combat, then the above mentioned corrections would not apply. Such as in the game of Ultima Online a guild system can be created where by nobody would be penalized for fighting or griefing and would be able to truly test their skills.

Even if something like this was not addressed it is still a great game.

Thanks Jorb and Loftar.....or, Loftar and Jorb
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Re: Pk'ers / Griefer's

Postby Onionfighter » Wed Jun 16, 2010 1:13 pm

So how do you suggest determining if someone has good "cause"?
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Re: Pk'ers / Griefer's

Postby Iryn » Wed Jun 16, 2010 1:30 pm

To be brutally honest, I would never want to play in any game that has a mechanic like your first suggestion. Just think, no one would want to go to war over resources or slights because they would lose their precious LP's. Stagnation, thats what it is.
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Re: Pk'ers / Griefer's

Postby johnsmith » Wed Jun 16, 2010 1:54 pm

Making a consequence for ones actions does not inhibit growth or interest in a game. Unbalance does. If when you die you can lose up to 75% of your LP and a Pk'er can get away with it by hiding behind brick walls and Iron armor you tell me what incentive is there for a player to resume the game once they die? especially if they had months into the character that died. It appears that currently this game favors the Pk'ers and griefers and once you have an iron mine you can just take whatever else you want, there is no need for community achievement or interaction.

All I suggested is to find a way to balance it, not do away with it.

Finding/having good cause is as simple as creating a scent for it or a lit icon for it.

(good cause is someone stealing or killing someone) :roll:
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Re: Pk'ers / Griefer's

Postby DarkhVorTeX » Wed Jun 16, 2010 2:00 pm

Next up: Every new character gets 50,000 free LP to get started and 20 q20 Rings of Brodgars.
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Re: Pk'ers / Griefer's

Postby DatOneGuy » Wed Jun 16, 2010 2:07 pm

I'm not convinced the first is a good idea at all, if anything we need more reasons to fight (or more things to fight). Once you get to a certain point unless you picked a bad area (right next to larger towns derp) you can last months before having to deal with or even see people and thus simply strengthening your character.

The second idea however... should probably be split into separate ones. I'm not sure about the whole grind deterrent for fighters, however people should fair better in groups versus a single person than otherwise. For example if I have a group of 35 people with 200 Melee and 200 Str each they should decimate a single man with 1,000 Str and 1,000 Melee. (But no one has really replied to Lothaudus' awesomely made thread a while back about this, still)
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Re: Pk'ers / Griefer's

Postby burgingham » Wed Jun 16, 2010 2:23 pm

With the recent updates on defense I am more in favour of encouraging raids and PvP again.
The first idea is horrible, you already have scents so put some effort in it and you can kill a killer when he is offline so it doesn't matter how strong he is. The second comes with a general overhaul of the combat system, which is on the to do list of the devs.
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Re: Pk'ers / Griefer's

Postby johnsmith » Wed Jun 16, 2010 2:32 pm

Please post that link to the thread.

As to the first point that people resist change to. (wonder if they are the Pk'ers)

If a person is penalized for dying by losing up to 75% of their LP for nothing more than being a victim, then there must be something that can balance the playing field to reduce the incentive for indestructible pk'ers and griefers from randomly acting in such a way. In other words if someone wants to take over a mine or break up a town because it is becoming too big, or kill someone, then they should pay a price for such an act, such as the victims are receiving. This alone would make the act of doing such a thing a thoughtful and deliberate one knowing there is a definite price to pay. Currently, if you are a high level pk/griefer , or one with iron, you are literally untouchable......especially by any new-medium level players, and said pk'er / griefer may do ANYTHING they wish. This is something that does discourage game play. You cannot get to an iron clad armored pk'er behind elaborate brick walled villages nor even close to the hearth fires to kill them.

Again, this game is a good game even as is and has even more potential. however, I have also seen many lose interest because of this issue alone.
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Re: Pk'ers / Griefer's

Postby DatOneGuy » Wed Jun 16, 2010 2:50 pm

There shouldn't be, given how hard it is to become 'indestructable'.

It's just like real life, it's a sandbox, don't try and impose ridiculous limits. You want that person to pay, YOU make them pay. This is why people laugh at such threads, it's simply such a stupid idea to impose ingame restrictions that will never change to something that changes quite often (the reason why people do things).

This is a player problem, not a developer problem.


Also that link: viewtopic.php?f=5&t=7924
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Re: Pk'ers / Griefer's

Postby johnsmith » Wed Jun 16, 2010 3:02 pm

Resorting to childish insults makes one wonder about a person's intelligence.

If you would please re-read the original post and try to comprehend English then you would not need to resist change in such a manner.


Asking for suggestions are what the developers are asking for in this thread.

I will not respond to you ever again, you are simply not worth it.
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