Abandoned Claims

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Abandoned Claims

Postby Griegor » Fri May 21, 2010 10:01 pm

Hello,
May I reccomend a new system for abandoned claims? Everyone know there are claims out there that are abandoned and unused for long periods of time. These claims can not be destroyed and suck up perfectly good living space. Could we in the future create a decay system for claims? Perhaps somthing as simple as a renew button to click once a week on your claim. If the button is not clicked once a week then the claim disappears after 7 days. This would serve two purposes.

1. It would not require a system of claim destruction so it would prevent griefing of claims.

2. It would allow unused claims to be disappear over time and free up living space in areas people may want to live.
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Re: Abandoned Claims

Postby Thijssnl » Fri May 21, 2010 10:07 pm

Has been suggested many times, "May I reccomend a new system for abandoned claims?" it is not your idea, and yes we need something like this.
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Re: Abandoned Claims

Postby Avu » Fri May 21, 2010 10:11 pm

Make a village and declaim it. kthxbye
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Re: Abandoned Claims

Postby DatOneGuy » Fri May 21, 2010 10:59 pm

Avu wrote:Make a village and declaim it. kthxbye

This works great, but for people who haven't played for quite some time, wasting 30k LP you'll never get back on a village just to declaim it is a huge pain.
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Re: Abandoned Claims

Postby burgingham » Fri May 21, 2010 11:02 pm

Maybe it should be.
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Re: Abandoned Claims

Postby Thijssnl » Fri May 21, 2010 11:07 pm

DatOneGuy wrote:
Avu wrote:Make a village and declaim it. kthxbye

This works great, but for people who haven't played for quite some time, wasting 30k LP you'll never get back on a village just to declaim it is a huge pain.


Agree on some point, on the other hand, people should actually work for stuff.
If we get everything just on demand where's the challenge?
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Re: Abandoned Claims

Postby DatOneGuy » Sat May 22, 2010 12:28 am

Thijssnl wrote:
DatOneGuy wrote:
Avu wrote:Make a village and declaim it. kthxbye

This works great, but for people who haven't played for quite some time, wasting 30k LP you'll never get back on a village just to declaim it is a huge pain.


Agree on some point, on the other hand, people should actually work for stuff.
If we get everything just on demand where's the challenge?

Well my only real problem with that is that people who have the ability to gain a lot more LP/hr this isn't a problem.

At my current point I actually have to consider "Hmm, do I want to waste that 30k LP (2 more points to farming) or do I want to actually use it". Considering you don't get it back it's a big sink if you have to do this often. It's actually probably more efficient depending on distance to simply chain banners I suppose.
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Re: Abandoned Claims

Postby theTrav » Sat May 22, 2010 3:02 am

How about using claims as decay shields (was it onionfighter who suggested them first?) So that when decay hits anything on your claim, the repair cost is shown on your claim stake and you repair it there first.

Put some max level of sustainable decay on the claim, and when that is exceeded the claim goes.


That makes abandoned claims go away after a while (could be set to quite short or quite long depending on what the devs want), but also gives the players something that makes maintenance a little less tedious.

Note that I'm not asking for MORE repair/maintenance, just to have it centrally tracked and be linked to the claim itself.


Also, you might want to track damage due to decay separately to damage due to vandalism, else people could wipe out claims without villages.
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Re: Abandoned Claims

Postby Blxz » Sat May 22, 2010 6:07 am

theTrav wrote:How about using claims as decay shields (was it onionfighter who suggested them first?) So that when decay hits anything on your claim, the repair cost is shown on your claim stake and you repair it there first.

Put some max level of sustainable decay on the claim, and when that is exceeded the claim goes.


That makes abandoned claims go away after a while (could be set to quite short or quite long depending on what the devs want), but also gives the players something that makes maintenance a little less tedious.

Note that I'm not asking for MORE repair/maintenance, just to have it centrally tracked and be linked to the claim itself.


Also, you might want to track damage due to decay separately to damage due to vandalism, else people could wipe out claims without villages.


Central repair decay shield. That would be far too convinient. Would love stuff like this to be prioritised by the devs.
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Re: Abandoned Claims

Postby ImpalerWrG » Sat May 22, 2010 7:22 am

Claims are a quasi-legal kind of thing, so perhaps some of the legal concepts around property rights could be of use, particularly The concept of Adverse Possession also known as squatters rights.

http://en.wikipedia.org/wiki/Adverse_possession

Basically it boils down to "If you violate someones property right long enough without being challenged then the absentee owner claim can transfer to the squatter". It exists as part of English common law to protect people from centuries old land-claims (many quite fuzzy) that could rob the work of those who have actually maintained/improved the land. The legal codes vary but generally they require the squatter to be using the land as if they were the owner (living their & improving it) and to have done so in a continuous, exclusive and obvious manor without legal challenge by the original owner. In some jurisdiction it is permissible for the squatter to know of the original claim and for them to intend to take the land by this method, so long as they fulfill the other requirements and accumulate enough usage they can take the claim. Another key principle is that if one has the permission of the original owner they are not able to claim the Adverse part of Adverse Possession. Finally the same principles can create 'easements' when someone is doing a more limited activity (such as passing through) on a regular basis they can get the right to continue doing so without nullifying the original owners claim.

Given all this I think the most straightforward way to implement this would be with scents. You only leave scents when your action is 'hostile' (uninvited) and they decay naturally after a time reflecting the fact no one is challenging your activity. When scents decay-away they should build 'squatters rights points' (SRP) specific to the person who left them on the claim. Accumulating enough SRP can eventually result in taking over the claim completely. The original owner should be able to remove the rights build up very easily, they can track scents which will prevent any rights from being awarded and immediately knock off a large but limited amount of the SRP. Squatters Rights also decay on their own and that is greatly accelerated when the original owner is on their land, also the maximum gain rate for SRP is capped such that it would take at minimum weeks to take a claim. Also Squatters Rights could be divided into levels, trespass, theft, vandalism, each stage counts only that type of scent contributes to rights and once the squatter advances to the next level they cease to leave the lower level scents, upon surpassing vandalism level the squatter gains full ownership of the claim (perhaps having to expend LP though).

I observed a situation in game that was very much like this. A palisade-ed village had been abandoned but the owners claim remaining. A new group took up residence their and simply lived their leaving huge numbers of scents all the time, such that I experienced significant frame-stuttering when every I went their with Tracking turned on. Under this system they would gain ownership simply by doing what they were doing naturally and the original owner could have prevented their take over simply by continuing to use the village as he had originally. No jumping through hoops or new mechanics or special rituals requiring the blood of virgins, just a logical extension of the systems already in place operating mostly in the background.
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