HHP Drain for Scents Change

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

Re: HHP Drain for Scents Change

Postby cloakblade » Wed Jun 26, 2013 4:36 pm

ramones wrote:
SuperNoob wrote:but the HHP damage isn't meant as a punishment, its meant to prevent scent spam! if you want someone punished for vandalizing your stuff go kill them, or hire someone else to.


I totally agree with you here, but as things are now, they need ton of time + resources to be built and only one click to be destroyed. Therefore some compensation would be nice, thats my biggest wish :)


A good resource node will recover. They are dealing non-permanant damage at a click. This is fine node should require brickwalls (at least Palisades) to protect. Vandalizing a node is about equivalent to theft.

Edit:
burgingham wrote:Ultimately the LP system allowing for this claim warfare. I have become quite the enemy of the Curitosity system since it allows way too many severe abuses and most of all it got rid of permadeath.


I assume you are talking about the LP system in general and not the curiosity system.
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Re: HHP Drain for Scents Change

Postby rye130 » Wed Jun 26, 2013 5:37 pm

cloakblade wrote:A good resource node will recover. They are dealing non-permanant damage at a click. This is fine node should require brickwalls (at least Palisades) to protect. Vandalizing a node is about equivalent to theft.

Not all nodes are able to be protected by a brick wall. Try protecting your Ball Clay node or your water node. The only valid form of protection on them therefore is a claim. Making stats matter in doing criminal acts, therefore, make it more necessary to use an actual character to do the vandalizing or stealing, rather than an alt who's only purpose is the black skills. It also would promote claiming all of your resources and assets under 1 village claim, making it a more powerful protection against petty thieves and vandals.

cloakblade wrote:
burgingham wrote:Ultimately the LP system allowing for this claim warfare. I have become quite the enemy of the Curitosity system since it allows way too many severe abuses and most of all it got rid of permadeath.


I assume you are talking about the LP system in general and not the curiosity system.


I think he is addressing mostly the curiosity system which makes creating characters and recovering from death a petty task compared to what it used to be (assuming no botting which is what ruined the old system).
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Re: HHP Drain for Scents Change

Postby bmjclark » Wed Jun 26, 2013 5:41 pm

scourage wrote:Trespassing shouldn't have hhp damage, and increase hhp for theft & vandalism. I like the idea of stealth effecting the hhp loss, but only if they increase the hhp loss for vandalism and theft to make it worthwhile.


At very least, trespassing into containers shouldn't leave scents. I'm pretty sure when the server was crashed it was by a bunch of fresh spawns spamming scents by walking on and off a claim, and leaving the hhp drain for that would still help solve things (or you know, make it so that you need trespassing to move on claims or so that they behave like v claims and don't leave a trespassing scent just for walking on it).
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: HHP Drain for Scents Change

Postby Oddity » Thu Jun 27, 2013 12:51 am

parisparisparis wrote:HHP drain is EXTREMELY horrible. HNH was open and free, lively game where everyone could play how they wished. it was really unique game and amazing because of that. NOW, with the drain, one group of players is fucked deep.

What a drama queen :lol:

parisparisparis wrote:then why would you play hnh ? -_-changing a game that was for 4 years into a completely different game is not what i would like to see

The game really isn't that different. You're a scared soccer-mom who heard her 12 year old son has started listening to the rap music. Do you even raid people?
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Re: HHP Drain for Scents Change

Postby painhertz » Thu Jun 27, 2013 12:53 am

I'm a raider and I think if anything it ADDS to the game to have to decide what you want to steal/destroy etc etc. The only thing I'd like to see is an expansion of medicine maybe with a skill and various craftable tonics to heal oneself.

Would love to also see a wounds system. Head wound ='s -20 intelligence untill healed, arm wound='s no bows/B12's etc etc. Leg wound, only walk speed until healed. Maybe even add in diseases/poisens and ways to cure them.
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Re: HHP Drain for Scents Change

Postby DDDsDD999 » Thu Jun 27, 2013 1:03 am

1 HHP for each piece of resource dug pls, not just the first dig.
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Re: HHP Drain for Scents Change

Postby bmjclark » Thu Jun 27, 2013 1:37 am

DDDsDD999 wrote:1 HHP for each piece of resource dug pls, not just the first dig.


It already does that...it actually takes 2 because it leaves trespassing and vandal.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: HHP Drain for Scents Change

Postby DDDsDD999 » Thu Jun 27, 2013 2:42 am

Do you mean each piece of soil/clay put in inventory is 1 HHP, or the initial digging action? Because the former is what I meant.
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Re: HHP Drain for Scents Change

Postby bmjclark » Thu Jun 27, 2013 3:42 am

Each clay / soil put in inventory drains hhp.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: HHP Drain for Scents Change

Postby cloakblade » Thu Jun 27, 2013 4:49 am

bmjclark wrote:Each clay / soil put in inventory drains hhp.


Okay does it or doesn't it because people seem to be claiming it doesn't. As in only the action of starting to dig causes scents and not each one.
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