Robben_DuMarsch wrote:Just to follow up further I've done some additional reading of what Shaki posted and checked his wiki links.
I'm not against moving towards a crime system that more effectively creates conflict in principle. If there was a consensus that that sort of system would be better if we were confident that we could fix a few broken edge cases (the edge of world building sounds silly) I'd be okay with lobbying Jorb to take a look at it. I do think that we'd need a few companion changes, but I think most people agree we should probably do something to shake up the Haven faction/PvP dynamic. I imagine that we could do substantially better than just status quo on this.
If he heard from both of our sides that we both wanted something like this he'd probably be inclined.... But he'd also be too busy with whatever other priorities they have and may just forget or never get around to it.
Tldr: probably pointless to ask, but I'm very much open to lobbying for a change if there was a general consensus.
There is no perfect answer but I have thought of ways to deal with this, imperfect as they may be and I want to see the flaws, but here is what I have thought of for the past few worlds.
1. There should be skill costing 25k LP called Peace Maker/Graceful Hermit or whatever, that makes it so if you get attacked you immediately go into a "surrender mode", 1HHP and any player can loot you for 1 minuet, before you tp away, once at your HF you must wait another 10 minuets before you can get up (you do not regen any hp during this time, but you may log out). Also by picking this skill you are unable to purchase any hostile/law breaking skills, no rage, trespass, ect. This perk only protects you from murder, your claim, plali, or anything else claimable still and can be raided/destroyed. Still can be boat bashed and drowned/animal lured to death and so on.
2. If you kill a player that does not have this skill, isnt in blood rage or a criminal or any player that also has any amount of vile points, there would be repercussions and parameters that add a vile point to your character. The conditions are met when you kill a player that is neither of three things that make you ineligible; has been alive for more then seven days, has over 100k LP (spent or stored) and has 300-500 stats in any combination (you need all of these not just one). Once a player like this is killed, you gain one of these vile points. When you have over 5 of these nidbanes get stronger 2.5x your stats, again just like normal, your village mates can help you out, so still not super bad. At 10 they are 5x your stats, they can no longer be aggro'd by other players (even in transit) and when it does get to you it traps you in where ever you are, cant move down stairs/ladder/enter boats/ride horses/doors/gates ect, it has phasing and goes through walls/furniture/anything. If it kills you, it steals your whole body and brings it back to the alter, and you dont get the quest telling you where your bodies at if you decide to inherit. At 25+ its 10x and all the things above and you can not inherit your next hearthling's points only your hf. Defeating any nidbain that is targeting you will not reduce any vile points.
3.Have Lawbringer credo/skill, having this skill does not disable criminal acts but you cant use murderous rage. However if you you have rage and attack a person with no vile points they will always go down to 1HHP, and can loot them as normal, if they have any vile points you can keep attacking them, and kill them if you so choose. As stated above killing a player with any vile points will not award you with vile points. As a bonus you will get a defensive maneuver called Justice, this move gives you 5% extra grievous damage and 1% armor pen per point of vile the targeted player has and has a block weight of 100% MC, in addition to 5% per vile point. You also gain the ability to see scents at half of your per*exp rounded up, and scents you collect last twice as long.
4. During meteor fights, there will be a player login/pop up that occurs when its landed, during that time the fate of justice will be broken, for 24 hours the land will be shaken and any killings will not award vile points. So maybe stay inside or take the day off. Also when you enter a dungeon you also lose this protection, as you are no longer in the domain of the hearth.(Should probably make it so people can't body block dungeons entrances, maybe there's an area around it that also forgoes the awarding of vile points.) No scents will be dropped during this time either.
Most likely nothing like this will ever be implemented, but its just food for thought, and if you have any critiques or ideas let me know. I wonder if this seems okayish enough or if theres mechanics that I'm missing on.