Amanda44 wrote:However, I'm not against the hhp loss, if anything I think it should be greater, it's particularly handy in early game as prevention but then like Jordan says it means nothing later on to established raiding players. Maybe the hhp loss could rise alongside your stats, i.e. higher stats more hhp damage. I realise this won't be popular, lol, but it seems fairer.
Or, adjust hhp loss to the crime committed, the more serious the crime the more hhp damage is dealt, and still make it rise with higher stats.
% of HHP / sqrt (stealth/10). % of HHP based on type of crime*. Trespassing is least (if any... not sure about that even causing loss). Murder is greatest, but shouldn't be more than about 10% of remaining HHP** (one should never have to question if taking out that scum's alt is worth suiciding yourself; also, one could argue that it doesn't need any penalty if there is a better way of summon-killing a killer). Not sure that starting a fight should cause any loss because, well, you're starting a fight. Pick the wrong one and you'll end up dead with or without a starting penalty. Theft shouldn't be much either, as you can replace lost items. It's a bit harder to replace lost bases. As you can see, if you want to push stealth, you can potentially eliminate any real losses. (Gives that near useless stat something and makes it just a bit harder to grind up crime alts).
*The base value for these could be quite high or the formula tweaked (or changed), but the idea is that. I realize that with just 90 stealth, easily achieved in a mid-world village, you lose a third of the penalty, and if the base is only 1%, .3% at 100 HHP isn't even 1 damage. One could say that it is always rounded up so that a person always takes at least 1 damage, but I'd like to think that a truly masterful criminal should be able to do almost anything and not take a single point of damage.
**mostly just a cap. This could follow the same curve otherwise
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As far as combat goes, I don't think there is anything wrong with movement combat, but that wasn't how the system was designed to begin with. It was just a consequence of evolving strategies. I think jorb is trying to get people to work with the system instead of avoiding it, and because it is so easy to run away and not engage, any changes that make it easier to do this, even if they may nerf movement combat, just makes the system worse. The only suggestion I can make is to bring in short stuns and roots so that players are forced to stop, even if only a fraction of a second.