Life and Death and Karma

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

Re: Life and Death and Karma

Postby Phaen » Sat Mar 30, 2013 11:55 pm

Patchouli_Knowledge wrote:I think what sums it up is that machines and structured codes are not exactly designed to encompass human morality. How would it know if the theft is from a person that stole something back because he forgot to make a claim or even killing in self defense (for the record, KOing someone that attacks you does not leave scents but killing them does)? Even trespassing a greedy giant claim will leave a scent (though trespass in not summonable).
Pretty much this, and it is mirrored in some of the things jorb has said.

jorb wrote:...the false belief that there exists a clear and formalized divide between offensive and peaceful actions, so formalized and neat, in fact, that it can be reduced to computer code and determined mechanically. As an afterthought, the careful scribe is want to ask himself: Do these suggesters -- in their postings so full of self-righteous ire -- also propose do replace our real life court systems with punch-cards and calculators?
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Re: Life and Death and Karma

Postby Xcom » Sun Mar 31, 2013 10:24 pm

I think there is one big flaw in the attack and defense mechanic system where if you KO the offender you also leave sents that are summenable. I think the defender (the person who did not aggro and start combat) shouldn't leave a battery sent. This would make it easier for the defender to mechanically defend himself and not get summoned and killed by the aggressor. Of course any offense act after the KO would lead to a sent.

I also think the belief system needs a rework. The whole belief mechanics are flawed. The whole belief mechanic is a waiting game after you spawn and is to unidirectional. Every single person pumps the same stats and 90% of the time its to abuse the mechanics and not actually do what the system represents. As an example if you go towards peaceful you should get a good advantage toward being peaceful instead of a bit more LP gain.
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Re: Life and Death and Karma

Postby Patchouli_Knowledge » Sun Mar 31, 2013 11:05 pm

If the victim KO's the attacker, it does NOT leave a battery scent.
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Re: Life and Death and Karma

Postby Xcom » Mon Apr 01, 2013 2:24 am

Patchouli_Knowledge wrote:If the victim KO's the attacker, it does NOT leave a battery scent.


Your right I just tested it. Should have tested this earlier. :P
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Re: Life and Death and Karma

Postby Kaitie » Tue Apr 02, 2013 12:11 pm

parisparisparis wrote:
Kaitie wrote:When a black karma (evil) person dies, they reincarnate with less LP based on their evil karma count. The more evil the character, the less LP will carry over from their old Hearthling to their new. Meanwhile, white karma (virtuous) characters would not have any more LP loss than normal. What this does, it makes being 'evil' a little more riskier business without actually stopping anyone from choosing to be evil. And, when a person chooses to be evil, they take a higher risk than someone choosing to be good. This won't stop those who really want to be evil, but there is that price to be paid if they get caught and killed.


NO NO NO your idea is game breaking. you say this won't harm the gameplay but indeed it will. you want to put a penalty one playing style. And glorify the other one. In MY opinion we should do completely opposite. we should ban completely the good and bad definitions. Criminal acts should not be criminal at all. Sure they should have tracks and scents, but i think every action , be it killing or walking in the forest leave scents.


Game play seems to already be broken in this respect; dozens, if not hundreds, of destroyed villages laying in ruin; discouraging people from wanting to try again because when a bad person is finally (if ever) caught, they can just re-incarnate and do it again.

It could even be a part of the belief system; requiring you to have your beliefs aligned to the sword instead of peaceful.... so that you cannot be peaceful, yet a murderer or thief. These concepts are mutually exclusive to one another, and for a game based on 'realism' it either needs to be fixed or removed as a mechanic entirely, because right now evil has an advantage as you can get the LP benefits of being peaceful yet still go on a killing spree if you have the sword. This is the very definition of broken.
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Re: Life and Death and Karma

Postby TeckXKnight » Tue Apr 02, 2013 12:17 pm

Kaitie wrote:Game play seems to already be broken in this respect; dozens, if not hundreds, of destroyed villages laying in ruin; discouraging people from wanting to try again because when a bad person is finally (if ever) caught, they can just re-incarnate and do it again.

It could even be a part of the belief system; requiring you to have your beliefs aligned to the sword instead of peaceful.... so that you cannot be peaceful, yet a murderer or thief. These concepts are mutually exclusive to one another, and for a game based on 'realism' it either needs to be fixed or removed as a mechanic entirely, because right now evil has an advantage as you can get the LP benefits of being peaceful yet still go on a killing spree if you have the sword. This is the very definition of broken.

Suffering a massive penalty to damage is considered broken now? I'm entirely against the belief system as it currently is, but this is not what's wrong with it.
They are doing 20% less damage on full peaceful while someone on full martial is doing 20% more damage. Dealing 80% damage vs. 120% damage is a big deal in combat, especially with piercing.
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