Hiding stolen goods on alts.

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

Re: Hiding stolen goods on alts.

Postby Spiff » Thu Jul 23, 2009 2:11 pm

Or learn to protect your shit and accept the results if you don't.
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Re: Hiding stolen goods on alts.

Postby Rugs » Thu Jul 23, 2009 2:13 pm

NO IF SOMEONE TAKES MY STUFF I SHOULD BE ABLE TO KILL THEM NO QUESTIONS ASKED THEY SHOULD BE TRACKABLE AND I SHOULD ONLY HAVE TO PRESS ONE BUTTON TO KILL THEIR STATIC DEFENSELESS CHARACTER IT IS UNFAIR OTHERWIIIISE


This is the most carebear way of thinking in existence.

I thought this game was meant to be hardcore.
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Re: Hiding stolen goods on alts.

Postby Potjeh » Thu Jul 23, 2009 8:29 pm

How is having your character killed while offline worse than having your place trashed while offline? Both character and possessions are simply time investments, and I'd say they have about equal worth.
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Re: Hiding stolen goods on alts.

Postby theTrav » Fri Jul 24, 2009 12:26 am

Potjeh wrote:How is having your character killed while offline worse than having your place trashed while offline? Both character and possessions are simply time investments, and I'd say they have about equal worth.


My character as it stands represents a vastly larger time investment than his virtual possessions...
He lately had a crap ton of stuff stolen and turfed, in fact lake town was shafted pretty hard core, by an ALT who is dead now.

If he'd have killed my character I'd be a lot more upset. As it is, he's trashed maybe a week or two of infrequent play time's effort... No wait, he didn't destroy any of the things I built, and I was primarily working on walls, banners, statues, cellars etc, so it's probably only about 1/4 to 1/2 of the effort gone...

I think the thief to non-thief balance is pretty good at the moment. It needs a very slight adjustment in favor of the thieves (non infinite harvested scents) and also an adjustment away from Alt exploiters (harder to obtain dark arts, stat requirements, LP and time requirements, probably the offline decay jorb was speaking about) but not much more.
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Re: Hiding stolen goods on alts.

Postby Cajoes » Mon Jul 27, 2009 6:19 am

Rugs wrote:This is the most carebear way of thinking in existence.

I thought this game was meant to be hardcore.


As opposed to being able to safely store all your ill gotten gains on unreachable alts indefinitely?

Oooh, I shudder at your high-risk environment, sir. How do you stand the hardcore excitement.
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Re: Hiding stolen goods on alts.

Postby Spiff » Mon Jul 27, 2009 4:26 pm

Cajoes wrote:
Rugs wrote:This is the most carebear way of thinking in existence.

I thought this game was meant to be hardcore.


As opposed to being able to safely store all your ill gotten gains on unreachable alts indefinitely?

Oooh, I shudder at your high-risk environment, sir. How do you stand the hardcore excitement.


Alt stashing is a response to what would otherwise be completely broken. Nobody is suggesting it is ideal.
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Re: Hiding stolen goods on alts.

Postby Ferinex » Mon Jul 27, 2009 9:13 pm

Thieves have the ability to build walls just like non-thieves. The whole argument that tracking is 100% effective is stupid. If it were so, all of the rangers would be killed now by the clues they drop when summon-killing people.
i guess they never miss huh
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Re: Hiding stolen goods on alts.

Postby PoisonedV » Tue Jul 28, 2009 4:31 am

Ferinex wrote:Thieves have the ability to build walls just like non-thieves. The whole argument that tracking is 100% effective is stupid. If it were so, all of the rangers would be killed now by the clues they drop when summon-killing people.

Well, see, thieves are thieves and producers, are, well, producers, so that whole argument doesn't really stand up. Also, why would the rangers be killed by now? Who wants to help out the thief get back at the ranger that killed them? So while tracking may or may not be 100 percent effective, that argument for it is irrelevant.
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Re: Hiding stolen goods on alts.

Postby Ferinex » Tue Jul 28, 2009 4:41 am

PoisonedV wrote:
Ferinex wrote:Thieves have the ability to build walls just like non-thieves. The whole argument that tracking is 100% effective is stupid. If it were so, all of the rangers would be killed now by the clues they drop when summon-killing people.

Well, see, thieves are thieves and producers, are, well, producers, so that whole argument doesn't really stand up. Also, why would the rangers be killed by now? Who wants to help out the thief get back at the ranger that killed them? So while tracking may or may not be 100 percent effective, that argument for it is irrelevant.


Why does it not stand up? Thieves can build walls, especially with all the damned metal they steal. They could have built over 9000 brick walls by now : P
i guess they never miss huh
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Re: Hiding stolen goods on alts.

Postby theTrav » Tue Jul 28, 2009 4:46 am

PoisonedV wrote:Well, see, thieves are thieves and producers, are, well, producers, so that whole argument doesn't really stand up.

Producing a large number of bricks is a fairly basic investment.
You then need a medium amount of wrought and a very small amount of steel, you can either produce them or steal them, the former is no risk, but will probably take a lot more effort than the latter.
If you want to be a successful thief an initial investment of effort will be required, this is deliberate and desirable.
You're trying to argue that it's impossible for anyone to be a thief because you can't be a pure thief and do nothing else at all.

PoisonedV wrote:Also, why would the rangers be killed by now? Who wants to help out the thief get back at the ranger that killed them? So while tracking may or may not be 100 percent effective, that argument for it is irrelevant.

No one has made a serious attempt at a ranger yet, so far it's all been wingers and theory crafters.
By my estimates 5 people who start a character today, play 30 hours a week doing nothing but maxing out their str & melee combat, outfitting themselves in steel armor, soldiers swords and shields, should be able to take Raeph down after a month assuming they store a good 10 initiative before engaging him and don't let him escape.
That's a pretty big effort for anyone with a full time job. For a high school student it's a moderate effort, For a first year uni student it's nothing (if my comp sci course was anything to go by).
Raeph is a moving target stat wise, that's for sure, but he's maxing out ALL his skills, I'm assuming you don't let him know you're coming for him, and he's entered the realm of diminishing returns so in order to stay untouchable by the 5 30 hour a week players he'd have to play more than 24 hours a day, which is not possible.


I should probably add that I don't mean any offence Raeph, I merely use you as an example as you're the most powerful character in the game. Those same 5 players could take anyone down (a single one of them could probably beat me)
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