HHP Drain for Scents Change

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HHP Drain for Scents Change

Postby rye130 » Tue Jun 25, 2013 12:36 am

Currently anytime you commit a criminal act and leave a scent, you lose 1 HHP for doing so (with a few exceptions probably but I don't care as that is not the purpose of this suggestion). This mechanic was introduced in order to prevent people from spamming leaving trespassing scents in order to crash the server and was not intended to be a nerf to those who commit criminal acts. At first it glance it seems like this would just be a minor annoyance and really an unimportant change but it adds up quite quickly in many different cases.

Today when raiding an abandoned village claim we stumbled upon some linen, quite a bit of it and decided to take it for banners and whatnot. Every cupboard we opened was 1 HHP and every linen we took was 1 HHP. We easily lost around 200 HHP in like 5 minutes just looting an abandoned claim which is very inconveniencing when you intend to engage in combat later in the day.

Therefore, I propose that every time you leave a scent a roll takes place (as occurs with seeing scents and foragables and such) that determines if you are going to take HHP damage from leaving the scent. The roll should factor in the scent-leaver's stealth (giving this somewhat useless stat a little more worth) against some factors for where the scent is being left and what type of scent it is. Murder scents should be more likely to cost HHP than assault for example. When leaving a scent on a village, the village's current authority percent and max authority should be factored in. When leaving a scent on a personal claim perhaps claim size and possible the claim owners stats such as perception and exploration. The factors that contribute to the rolls and the equation for it obviously need a little thinking and planning and any input on that aspect of it would be appreciated.
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Re: HHP Drain for Scents Change

Postby painhertz » Tue Jun 25, 2013 12:49 am

i think it's fine the way it is, get some bandages and leeches and suck it up.
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Re: HHP Drain for Scents Change

Postby bmjclark » Tue Jun 25, 2013 12:50 am

This also helps solve the problem of people putting easy curios (glimmermoss, shewbread, w/e) onto alts and making huge claims which has become fairly common this world.
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Re: HHP Drain for Scents Change

Postby jordancoles » Tue Jun 25, 2013 12:50 am

Agreed and +1
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Re: HHP Drain for Scents Change

Postby SuperNoob » Tue Jun 25, 2013 7:32 am

lol makes me think of something I mentioned in another thread(no clue which 1 now) about looking in a chest and taking an item damages you more than just taking the whole chest...the system is pretty imbalanced, maybe scents need a unique id so you can't steal the same item 500+ times and that would prevent the problem that happened before without the need of the HHP loss.
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Re: HHP Drain for Scents Change

Postby Tonkyhonk » Tue Jun 25, 2013 7:41 am

rye130 wrote:We easily lost around 200 HHP in like 5 minutes just looting an abandoned claim which is very inconveniencing when you intend to engage in combat later in the day.

that is the point of the change, i believe. werent some people even suggesting to make it 10 instead of 1?
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Re: HHP Drain for Scents Change

Postby SuperNoob » Tue Jun 25, 2013 7:49 am

Tonkyhonk wrote:that is the point of the change, i believe.

it was t prevent scent spamming actually...because someone(forgot which faction) spammed scents to crash the server
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Re: HHP Drain for Scents Change

Postby Arcanist » Tue Jun 25, 2013 8:11 am

IMO leaving scents should take 1 point off a new counter, equal to your mhp

so if your health is 250/270/291

then you can leave 291 scents
When one of those scents drops off the world, you can leave another.
This would be visible to the player (perhaps work it into the happiness meter). Battery and Murder ofcourse you can leave even if your bar is full.
This would solve the problem of people making tons of scents, and also solve the problem of constantly needing to use leeches/bandages.
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Re: HHP Drain for Scents Change

Postby rye130 » Tue Jun 25, 2013 8:18 am

SuperNoob wrote:
Tonkyhonk wrote:that is the point of the change, i believe.

it was t prevent scent spamming actually...because someone(forgot which faction) spammed scents to crash the server


Yes, as far as I an aware, the change to scents came about because of people abusing leaving scents, not in order to nerf criminal acts.

Also this could theoretically work on reverse too. If the person is performing a criminal act against a village claim with very high authority while their own stealth, or whatever the contributing factor turns out to be, is low, there could be the potential for more than 1 tick of damage. This would allow villages to better control their lands and promote expanding your claim rather than creating alternate village idols.
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Re: HHP Drain for Scents Change

Postby Tonkyhonk » Tue Jun 25, 2013 8:47 am

rye130 wrote:Yes, as far as I an aware, the change to scents came about because of people abusing leaving scents, not in order to nerf criminal acts.

i took it more like "one stone killing two birds" thing. crimes should give certain consequences to the criminals one way or the other.
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