New revenge scent

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

Re: New revenge scent

Postby Chakravanti » Sat Aug 28, 2010 10:08 pm

This is actually a really good idea. IMHO eye for an eye. Murder summon kills should leave revenge scents.

Theft summon kils should not but for every theft scent tick held one could leave revenge scents in place of theft scents, allowing a ranger the option of retrieving the stolen goods or 'equivilent' value. Sure, there's no way to judge what 'equivilent value' is via game mechanics but then that's really the sort of politics and drama we like to read nubrage about anyway.

I think setting a volume limited by either the number of scents held or the number of ticks left (in order to apply some limit but leave the assessment of the cost of retribution itself accessable to the ranger).

The major stumbling block on keeping theft retaliation to a reasonable level and not create an exploitable system that allows a thief to be essentially vulnerable to ravaging with no recourse a system of track meta-crimes as has been discussed and suggested before that groups scents via a reasonable system.

Done correctly, something like this could actually encourage withholding murder as punishment for theft.

Scent ticks should also decay and durations should be extended %20-%50, moreso for lesser crimes (theft, ass/batt)
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: New revenge scent

Postby Wirt » Sat Aug 28, 2010 11:13 pm

DatOneGuy wrote:Yeah, sorry but no.

Not quite sure about your overall point here, so I'll do a per-paragraph. I'll note again that I'm not in favour of this revenge scent being implemented right now and in as simple a version as described. Later, in a more detailed crime/punishment/tracking system, it may (and probably will) find a place. Right now, no. At the very least, it should tell what scent caused the revenge - and I'm pretty sure it'll turn into a chain of avengers avenging avengers avenging avengers avenging a guy for accidentally stepping in someone else's flowers ten years ago less than a week after it's implemented. Things get overcomplicated. Overcomplicating things is bad.

DatOneGuy wrote:Not only was that a nice big tangent but murder is still murder, no guidelines should be set because guidelines force you into a particular path, which as far as I know is heavily discouraged in this game. If you want to murder people just because they stole some bread from a basket you left out, you can do that and that's YOUR sense of justice, the repercussions for doing so are the same exact as someone who decides to go with an "eye for an eye" approach, or people who don't care about petty thieves and only bother with severe crimes.

No, murder in a videogame is not "still murder" it's just a trip to the respawn in the nicest of cases, having to re-start in the harshest. Compare to, well, real-life murder. In H&H death has severe consequences, but it all balances itself nicely and doesn't need any extra guidelines: like in real life, whatever consequences you've just inflicted bounce back at you: the guy you (your character) just killed could have friends, family and other people he was important to. They are going to go after you. In a way, it's even worse than in real life: the guy is going to reincarnate and go after you as well! It works fine as it is. I never said games should shepherd you into one way of thinking, on every possible thing.
The problem comes into play when you kill, say, a leader of a village. In real life, it'd cause quite some chaos and a lot of changes. In a game, you didn't "really" kill the leader - you simply made him change his name and lose some skill points. The guy's still there and his leadership is unchanged.
My tangent was more about subtler stuff. Cannibalism is a good example of this. But let's not go deeper into this and look for examples. They'll appear without our encouragement.

DatOneGuy wrote:A good example is the recent thread where someone stole something from a stand because someone in IRC said they wouldn't leave a scent, the person extorted them for what they did and could or would kill them if they didn't deliver said goods, with that said that could be called justice in their eyes. I may not see it as so, you may not see it as so, but they do, what matters is their interpretation, no one is limiting the game for them to play as such, that is their choice and their choice alone.

I agree here. I have a weird sense of justice that would send me to jail in no time if I acted upon it, myself. And weird habits in the game. Yeah. Don't go to me for moral advice.

DatOneGuy wrote:Having these 'revenge' scents in may make that person leave 'murder' scents but some other person who was vandalized or murdered leave 'revenge' scents, this brings a differentiation which is a big problem philosophically in the development process.

I see the differentiation as a nice "this guy was just killed" versus "this guy was killed for some reason" - you might not agree with this reason, and in all honesty it may not even be a good reason. I've already outlined what I'm more worried about than conflicting points of view.
Wirt
 
Posts: 100
Joined: Sat Apr 10, 2010 11:56 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 0 guests