Game Development: Crime & Punishment

Announcements about major changes in Haven & Hearth.

Re: Game Development: Crime & Punishment

Postby Akarnael » Sun Jun 14, 2009 10:58 am

[quote="Dondy"]I keep trespassing accidently. So now, instead of losing hit points and leaving a bloodstain am I gonna end up with a vigilante after me because I accidently clicked halfway into somebody's camp while chasing a cow?[/quote]

whats the problem, its just like in Texas, shoot first ask later
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Re: Game Development: Crime & Punishment

Postby Akarnael » Sun Jun 14, 2009 11:04 am

[quote="Talvara"]I'm very impressed about the speed this game seems to be going forward development wise, Keep up the great work (and set up a donation button ;)).

I think the punishment for theft should be harsh, otherwise it wont really stop all the crime. Right now however villages with more people will have to wait for more features such as multi person claims and the village system. since right now... we have no way of shielding communal goods from people without invoking 'thefts' within the village itself (which would mean we'd end up with way tomany clues to handle them all)

I think its good that offline characters will be rendered hopeless, else the really strong would just have the option of stealing and who knows what without fearing retribution since an attempt to omit justice on them would end in death of the vigilanty anyway.

Also I doubt many people will track tresspassers, but its a good to have the option non the less, (I havent had a peek in game but) will it be possible to have a sort of checkboxe system somewhere to toggle which kinds of clues you want to be looking for? for example... I dont want to be flooded with tresspassing clues when I dont give a damn about them. (they might accidentaly cover up more imporatant clues)

something else that comes to mind would be the ability to stick notes to crimes you do, It would allow for witty chalanges or state the reason incase it was an action out of ''justice" or simply to try amd sew disaray.

and on a final tought, Perhaps full tradition characters would still get a penalty on their skills and stats when they are murdered because of their thieving ways.


Great work guys,[/quote]


i dont agree, thiefery is part of this game, and those who choose to play by taking stuff may be assholes, but i can imagine its quite some job to be a good thief. Thiefs are humans too, thats all i had to say i think
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Re: Game Development: Crime & Punishment

Postby Talvara » Sun Jun 14, 2009 11:55 am

Sure Thivery is part of the game, I wasnt implying otherwise was I? I wouldnt want a failproof protection system*. but I also think thievery should bring big risks.

Asfar as I understand, the 'reek of theft' doesnt lead directly to the thief, but instead leads to the stolen loot. If you manage to find out who stole it in the process then well... at the risk of being murdered yourself you can exact yout vengeance.

If 'bad' behaviour doesnt have consequences (lets say a 100% tradition character who loses nothing from death asfar as I understand) then what is there to stop people from just stealing for the heck of it. If you're going to steal, be sure to steal like a pro... and not just do a halfhearthed job because there is no risk of personal loss in the first place.


edit:
*I've had the feeling that somepeople want a faulproof system, but I just dont think that is what the game is about.
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Re: Game Development: Crime & Punishment

Postby kimya » Sun Jun 14, 2009 12:21 pm

[quote="WorkerDrone"]JUSTICE doesn't work anymore, because APPARENTLY Justice, is A CRIME.
WHAT.
THE.
FU-[/quote]

if thats your definition of justice, then its way out of date.
i like the changes, they still give everyone the freedom to do whatever they like, but help ppl dealing with thieves.

and please stop yelling, its annoying. thx
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Re: Game Development: Crime & Punishment

Postby Potjeh » Sun Jun 14, 2009 12:23 pm

Is it just me, or are quote tags utterly broken in this thread?
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Re: Game Development: Crime & Punishment

Postby Blaze » Sun Jun 14, 2009 12:36 pm

BB code is disabled in this thread.

While I don't like his wording, I do agree with WorkerDrone.

For example: Someone makes a new character and attacks a another player, he/she has to defend himself/herself right? So he/she does, and gets a battery crime scene. The offender logs in another character, heads to the crime scene, finds the hearthfire, and perma-kills the other - who can't do anything.

Also: If someone steals from me, I have to - at the least - incur a theft/battery charge, which can be used to attack me while I can't even defend myself.

And apparently, I can be attacked by someone who hasn't even been affected by the crime! For example: I incur a trespass charge and a theft charge for interacting with a crucible in the claim of one of my neighbors. I explain myself that I had to refill the crucibles so the steel doesn't get reset, so that ends that. Then someone comes along, takes the theft clue, and kills me with it.
Last edited by Blaze on Sun Jun 14, 2009 12:47 pm, edited 2 times in total.
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Re: Game Development: Crime & Punishment

Postby eql » Sun Jun 14, 2009 12:46 pm

[quote="Dondy"]

But there may be solutions. For example if Clayshire and Shady Acres and Zarekin club together to put a ranger on retainer as their official chief of police and thieftaker, and it is known that if you assault anyone from those towns a high level fighter will come and quietly perma-kill your character it will put a dent in the crime rate; particularly if nobody knows for sure who is actually enrolled in the program. Robbing random players means sooner or later you get one who has bought protection.[/quote]

with clayshire i can reassure you this is already the case.
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Re: Game Development: Crime & Punishment

Postby sami1337 » Sun Jun 14, 2009 12:55 pm

I think it's important to know who's representing justice. That way you avoid people wanting to avenge their lost friend on the hand of justice.
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Re: Game Development: Crime & Punishment

Postby KoE » Sun Jun 14, 2009 2:02 pm

WorkerDrone may be being overly vocal, but I do have to share his sentiments. This entire thing seems to be quite abusable and misunderstanding prone, but I've only just woken up so the gears in the ol' head aren't turning at full speed. I think the easiest patch would be to just make it such that murdering someone from their Hearthfire is only possible if the crime ITSELF* was murder.

As it stands, it seems like any 'lawman' a village tries to institute is likely to be gunned (bowed?) down in the street (technically his own home) after his first kill, at least if there's any organized crime out there. But only playtesting and time will tell, I suppose.

*(This is emphasis, not yelling. Shame the BBCode is off.)
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Re: Game Development: Crime & Punishment

Postby Manbearpig » Sun Jun 14, 2009 2:54 pm

In a game with permdeath, giving people the ability to summon offline players and kill them.. Just saying; this is a greifers wet dream.

please god in heaven, take away the summoning it's plain bullshit.
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