PVP Factions

General discussion and socializing.

Re: PVP Factions

Postby kobnach » Wed Aug 26, 2009 12:13 am

ArPharazon wrote:
kobnach wrote:Why is it that detente isn't breaking out in H&H? And why so much on-forum nastiness? Perhaps the nastiness is the cost of a complete lack of censorship. But that doesn't account for the rest of it.


Regarding alliances in other games, from my experience what does it is that the moment you even begin to target someone, the game throws their alliance right in your face- you instantly know, from the start, that you're messing with some big guys. In HH, say I run across some guy in a forest, tension rises, I threaten to attack, he says (best case scenario, he might not say anything at all) he's from Gooncastle. Why would I even believe him? Anyone could say that. There's a similar problem with knowing who is in your town and who is not (although this is easier for players to solve on their own). Although there's something to be said for the value of being able to hide your membership, alliances or towns should at least be able to make their own signet rings or something like that, which are difficult or impossible to forge (but not to steal :) ).

Second, in other games, alliances usually get their own page which shows attacks on that alliances, sometimes also its allies. In HH, I get robbed, I talk to other people from my stockade if and when they are online, then we talk to the town leader if and when he is online, then he calls the ranger if and when he is online, and then the thief is tracked down and the thief's superior is interrogated, if and when he is online... It's all quite a bit of a headache to orchestrate. Now I really liked how involved tracking down people was: It was almost impossibly realistic, first looking for clues, following them, finding suspects and weeding through the testimonies.


I think you are on to something here. In both Land of Destiny and Ikariam, one wears one's alliance on one's sleeve. Many people routinely avoid attacking any allied player in Ikariam, to the point that people create alliances of 1 member, just to make themselves look allied. Some raiders check the actual alliance strength before deciding on an attack - but that requires 2 or 3 extra clicks, so it's easier not to bother ;-) It's also extremely easy to determine when a player has become inactive - or more correctly, when they've gone more than some set amount of time (about a week) since their last login. Unallied inactives are prime victims - they won't fight back, and they won't have allies who might protect, avenge, or telephone them to come protect themselves.

Having one's hearth fire in a decayed slum ought logically to serve the same function in H&H - indicating you are neither active nor a member of a closely knit active community - but it does not seem to do so. Perhaps this is because of the clue mechanism - if I loot the guy I walk past daily, who has show no sign of harvesting his fields, repairing or completing his walls, etc. for at least 2 weeks - and built those walls inconveniently close to a road we built, using trees we planted - I'll leave clues for a third party to harvest, and use to permakill me for his own amusement. So the decaying inactive settlement is still there, inconveniently located, on land I'd rather like to absorb. Someone else has probably looted all his valuables in any case - which doesn't bug me, since I can make more and better myself - but I would really like to destroy his decaying ruins, and most importantly stop having to be careful about his claim grabbing my carts.
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Re: PVP Factions

Postby Xarx » Wed Aug 26, 2009 12:28 am

kobnach wrote:but I would really like to destroy his decaying ruins, and most importantly stop having to be careful about his claim grabbing my carts.


If it's that much of a problem, You could always extend your village to take over his land.
If you are on your own you could make a few alts to make your own village and get it done that way.
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Re: PVP Factions

Postby kobnach » Wed Aug 26, 2009 12:34 am

Xarx wrote:
kobnach wrote:but I would really like to destroy his decaying ruins, and most importantly stop having to be careful about his claim grabbing my carts.


If it's that much of a problem, You could always extend your village to take over his land.
If you are on your own you could make a few alts to make your own village and get it done that way.


If it had mattered that much, I would have done something like this ;0 As it is, there'll be a map reset soon. But he does make an interesting example - obviously gone, but his claim and his stuff are both still present - and useless to his neighbours, rather than becoming a farm.

[Edit - and that makes me think of another difference causing H&H to have more aggression against active players. In both Ikariam and LoD, some production continues to happen in the player's absence. There are thus new resources available for looting regularly. They aren't as good as what you get when you are the first person to loot a particular inactive - but his defences are much stronger the first time, making gleaning from already looted victims quite a viable strategy.]
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Re: PVP Factions

Postby Junkfist2 » Wed Aug 26, 2009 1:14 am

kobnach wrote:Having one's hearth fire in a decayed slum ought logically to serve the same function in H&H - indicating you are neither active nor a member of a closely knit active community - but it does not seem to do so.


With the problems ArPharazon talked about regarding finding out whether a guy's part of a township or alliance or group or whatever, this goes back to the Signature Mechanic discussion. That kind of system could take care of it. Delamore can give the guy a badge or carve a runestone indicating that he's under goon protection and that would be that.

kobnach wrote:if I loot the guy I walk past daily, who has show no sign of harvesting his fields, repairing or completing his walls, etc. for at least 2 weeks - and built those walls inconveniently close to a road we built, using trees we planted - I'll leave clues for a third party to harvest, and use to permakill me for his own amusement. So the decaying inactive settlement is still there, inconveniently located, on land I'd rather like to absorb. Someone else has probably looted all his valuables in any case - which doesn't bug me, since I can make more and better myself - but I would really like to destroy his decaying ruins, and most importantly stop having to be careful about his claim grabbing my carts.


Well, yeah. Laws are annoying, prohibitive, and sometimes bullshit. Some rich asshole could have an opulent mansion filled with grainsacks next to a refugee camp full of starving transients and, gasp, it would be illegal for them to break into it and eat his food, even if he never inhabits it and leaves the door unlocked.

This is why you need either,

1. A posse of scrappy thugs as your friends.
2. A hearthfire behind fifteen layers of brick wall.

That way when you break the law you can thumb your nose at anyone who would want to "bring you to justice" for their purely opportunistic reasons.
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Re: PVP Factions

Postby kobnach » Wed Aug 26, 2009 1:38 am

Junkfist2 wrote:
kobnach wrote:if I loot the guy I walk past daily, who has show no sign of harvesting his fields, repairing or completing his walls, etc. for at least 2 weeks - and built those walls inconveniently close to a road we built, using trees we planted - I'll leave clues for a third party to harvest, and use to permakill me for his own amusement. So the decaying inactive settlement is still there, inconveniently located, on land I'd rather like to absorb. Someone else has probably looted all his valuables in any case - which doesn't bug me, since I can make more and better myself - but I would really like to destroy his decaying ruins, and most importantly stop having to be careful about his claim grabbing my carts.


Well, yeah. Laws are annoying, prohibitive, and sometimes bullshit. Some rich asshole could have an opulent mansion filled with grainsacks next to a refugee camp full of starving transients and, gasp, it would be illegal for them to break into it and eat his food, even if he never inhabits it and leaves the door unlocked.

This is why you need either,

1. A posse of scrappy thugs as your friends.
2. A hearthfire behind fifteen layers of brick wall.

That way when you break the law you can thumb your nose at anyone who would want to "bring you to justice" for their purely opportunistic reasons.


You are right in general, not to mention funny, but this has nothing to do with laws, and everything to do with a rather arbitrary game mechanic. I rather like that game mechanic most of the time - it keeps some types of troublemaking limited - but I'm beginning to wonder about the need for vandalism - or the value of clues - when cleaning up defunct settlements. And while I suppose I could rather easily spare the bear teeth, etc., setting up idols to include my local garbage dumps would probably confuse and annoy the neighbours - not to mention a certain amount of tedium getting 5 alts up to lawspeaking. (This presumes one can't find 5 real people without village affiliations, and have some reason - like public access? - for not expanding village authority over the problem area.)
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Re: PVP Factions

Postby loftar » Wed Aug 26, 2009 1:44 am

kobnach wrote:but I'm beginning to wonder about the need for vandalism - or the value of clues - when cleaning up defunct settlements

It is true that claims should probably decay in one way or another -- doubly so for a claim that has been left by a dead character and not yet inherited. It's just quite unclear by what mechanic a claim should decay. Maybe like other objects? I'm not sure yet.
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Re: PVP Factions

Postby sabinati » Wed Aug 26, 2009 1:51 am

loftar wrote:
kobnach wrote:but I'm beginning to wonder about the need for vandalism - or the value of clues - when cleaning up defunct settlements

It is true that claims should probably decay in one way or another -- doubly so for a claim that has been left by a dead character and not yet inherited. It's just quite unclear by what mechanic a claim should decay. Maybe like other objects? I'm not sure yet.


i think it should decay like other objects, just very very slowly. maybe you could make it somehow so that it was immune to decay if someone has logged in within 30 days. after that it might take another 60-90 days to decay.
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Re: PVP Factions

Postby kobnach » Wed Aug 26, 2009 2:14 am

sabinati wrote:
loftar wrote:
kobnach wrote:but I'm beginning to wonder about the need for vandalism - or the value of clues - when cleaning up defunct settlements

It is true that claims should probably decay in one way or another -- doubly so for a claim that has been left by a dead character and not yet inherited. It's just quite unclear by what mechanic a claim should decay. Maybe like other objects? I'm not sure yet.


i think it should decay like other objects, just very very slowly. maybe you could make it somehow so that it was immune to decay if someone has logged in within 30 days. after that it might take another 60-90 days to decay.


That sounds reasonable to me.
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Re: PVP Factions

Postby Onionfighter » Wed Aug 26, 2009 2:24 am

sabinati wrote:i think it should decay like other objects, just very very slowly. maybe you could make it somehow so that it was immune to decay if someone has logged in within 30 days. after that it might take another 60-90 days to decay.


Really? 60-90 days +30days ? Looking at the date you have joined, you have been playing this game for a little over 40 days. If you had made a claim the first day you had joined, then quit, the claim would still be there, and would still be there for 50-80 days.

Edit: fixed math (I think).
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Re: PVP Factions

Postby sabinati » Wed Aug 26, 2009 2:30 am

yeah, i mean, it is a little long. but one wouldn't want to be too hasty i suppose. maybe 30 +30 would be more reasonable.
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