Deterring murderers

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

Re: Deterring murderers

Postby flaw » Fri Feb 19, 2010 1:26 am

Leusoj wrote:One thing that can possibly solve these murder problems is to remove items like thane's ring from the game.. or at least put a prerequisite for wearing them (e.g. 50 base str and con). Make these murder alts earn the ability to murder effectively.


50/50 str/con wouldn't be much of a hurdle, especially for a murder alt.
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Re: Deterring murderers

Postby flaw » Fri Feb 19, 2010 1:32 am

I think everyone should keep in mind there is no expressed intent or desire on the part of the devs to deter murderers via one sided game mechanics. I believe they have made that abundantly clear. I don't think they plan to make it harder to be a murderer, or make it more dangerous to be one, or make the consequences of death worse. As such, they will hopefully at least consider Chak's suggestion and move toward something that allows non-dedicated raiders/griefers to effectively fight back.
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Re: Deterring murderers

Postby Leusoj » Fri Feb 19, 2010 1:53 am

flaw wrote:
Leusoj wrote:One thing that can possibly solve these murder problems is to remove items like thane's ring from the game.. or at least put a prerequisite for wearing them (e.g. 50 base str and con). Make these murder alts earn the ability to murder effectively.


50/50 str/con wouldn't be much of a hurdle, especially for a murder alt.


True. Make it 50 psy then.

Right now, items like thane's have absolutely no other purpose aside from murder. It wouldn't be as hard to implement item prerequisites and even easier to just remove these items.

flaw wrote:I don't think they plan to make it harder to be a murderer, or make it more dangerous to be one, or make the consequences of death worse. As such, they will hopefully at least consider Chak's suggestion and move toward something that allows non-dedicated raiders/griefers to effectively fight back.


Hopefully.
Last edited by Leusoj on Fri Feb 19, 2010 2:13 am, edited 1 time in total.
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Re: Deterring murderers

Postby Chakravanti » Fri Feb 19, 2010 2:09 am

Leusoj wrote:
Right now, items like thane's have absolutely no other purpose aside from murder. It would be as hard to implement item prerequisites and even easier to just remove these items.


Thanes serve many purposes other than murder. As a mooner I must say thanes we're very convenient when hunting seeing as I couldn't inflate my str to stupid levels in order to keep it balanced. THat's also that significant AGI buff to travel.

It might rather, and much more accurately be said that the most useful and effective purpose for thanes are in allowing new members to rapidly train by having access to mid level combat stats and training capabilities at newbie levels.

Whether they are alts or people is indiscernible.
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Re: Deterring murderers

Postby theTrav » Fri Feb 19, 2010 2:13 am

I'm not particularly interested in combat. If it was cheap to throw up a combat capable alt for defense then I'd probably be more likely to do so.

My first reaction was that it would interact poorly with the justice system, but I guess you're right, if vandalism and thievery were more expensive than murder then offline damage doesn't become any more of a problem than it previously was...
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Re: Deterring murderers

Postby Leusoj » Fri Feb 19, 2010 2:32 am

Chakravanti wrote:It might rather, and much more accurately be said that the most useful and effective purpose for thanes are in allowing new members to rapidly train by having access to mid level combat stats and training capabilities at newbie levels.

Whether they are alts or people is indiscernible.


Yes. You said it way better.
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Re: Deterring murderers

Postby Jackard » Fri Feb 19, 2010 4:25 am

Wylos wrote:Are you saying that a player with the murder skill should be allowed to go on a killing spree with nothing to stop him? I understand basic gameplay mechanics, and funnily enough most online community games have what is called a "PK penalty", which is when a player that kills other players without their consent are subject to a kind of penalty. Some games make use of bots or debuffs to implement this penalty. Looking back at what I said, debuffs would go against the H&H spirit of gameplay, which is why I also suggested that rangers should play a more active role in the game (with proper rewards as incentives).

If you look deep enough into this, the implementation of bounty hunting would create the perfect foundation for PvP, where (possibly), criminal factions (which could be called bandits) are at constant war with bounty hunting guilds. But I digress.

Simply put: Bandits vs. Bounty Hunters = PvP on an epic scale while keeping the general public safe

guess what, the first map had superpowered vigilantes

the worst of them were idiotic, megalomaniacal assholes
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Re: Deterring murderers

Postby Leusoj » Fri Feb 19, 2010 5:01 am

The first map had super-powered vigilantes. The current map have super-powered bandits/murderers who wipes out entire villages.
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Re: Deterring murderers

Postby Brian » Fri Feb 19, 2010 5:29 am

Random thought — what if any new murder would require some considerable amount of lp? Maybe some skill you had to purchase beforehand, and which of course can be stacked, or something like that. So players must at least spend some time to make an alt-murderer capable of going on killing spree.

Don't like this idea too much myself, though. I would much rather see those claim-defence suggestions, like requiring long siege to get someone behind the wall, traps etc., implemented.
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Re: Deterring murderers

Postby sabinati » Fri Feb 19, 2010 5:40 am

yeah, good idea, how about like they need 100,000 LP for a skill called "murder"
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