Poaching

Forum for discussing in game politics, village relations and matters of justice.

Re: Poaching

Postby strpk0 » Sun Oct 19, 2025 2:55 am

SpacePig wrote:This game is designed so that there’s nothing a player can't acquire on their own.For any situation requiring more than one player in PvE content, bots or secondary windows can be used.There’s no reason to spare PvE players' lives—they provide no benefit and have no way to pay for their survival except through hats, tokens, or real money.

The issue arises when the server cannot distinguish between an automated bot or second window from a genuine player.As soon as you grant additional privileges to PvE players, those same rights will also be exploited by griefers using second windows, negatively impacting legitimate PvE players.Therefore, there are only a few viable solutions:

Make it difficult to find a player if they don’t want to be found—remove global map control features like Thangwalls, whirlpools, tobacco, make crossings costlier depending on distance from your fire, etc.
Never forgive murders under any circumstances—leave permanent traces at crime scenes allowing victims’ relatives to track down murderers. Prevent murderers from inheriting property, receiving burials, claiming land, healing wounds, trading goods until they compensate the victim's descendants with gold or assets such as livestock (for example, 15 cows).


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Granger wrote:Fuck off, please go grow yourself some decency.

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Re: Poaching

Postby MightySheep » Sun Oct 19, 2025 4:01 am

SpacePig wrote:This game is designed so that there’s nothing a player can't acquire on their own.For any situation requiring more than one player in PvE content, bots or secondary windows can be used.There’s no reason to spare PvE players' lives—they provide no benefit and have no way to pay for their survival except through hats, tokens, or real money.

The issue arises when the server cannot distinguish between an automated bot or second window from a genuine player.As soon as you grant additional privileges to PvE players, those same rights will also be exploited by griefers using second windows, negatively impacting legitimate PvE players.Therefore, there are only a few viable solutions:

Make it difficult to find a player if they don’t want to be found—remove global map control features like Thangwalls, whirlpools, tobacco, make crossings costlier depending on distance from your fire, etc.
Never forgive murders under any circumstances—leave permanent traces at crime scenes allowing victims’ relatives to track down murderers. Prevent murderers from inheriting property, receiving burials, claiming land, healing wounds, trading goods until they compensate the victim's descendants with gold or assets such as livestock (for example, 15 cows).

I'm in favor of reduced global travel functionality and way longer murder scents
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Re: Poaching

Postby SpacePig » Sun Oct 19, 2025 4:33 am

Horn wrote: Im definietly PvE player but still i like PvP in this game. No other game give me such adrenaline spike upon seeing unknown player and activate "flight or flight as crazy instinct" in me. Its part of charm of this game. Still i acknowledge biggest problem - thats brings less money for authors. We have (only) quite loyal/addicted hardcor fanbase but thats not enough to bring profits and give motivation for game development for J&L. This game need dirty casuals (and their money) and realiable method to keep them. IMHO we need some noob continet(s)/area(s) like in similar games. It would be imposibble to aggro players on that areas (thieving/Vandalism etc. and bringing animals to base would be possible) at cost of for examle big hit on Q of everything (max 100q or -50+% debuff for everything in area for example).


This is all bullshit that won't work. There’s no way to support newbies with bonuses like safe zones, protection from aggression, etc. It’ll only make things easier for griefers.
We need to regulate not what newbies do, but what griefers do. Specifically:
Remove global presence of gankers on the map by getting rid of teleports except daily charter ones to the market.
Increase penalties for kills drastically and make them permanently traceable without any special skills, just knowing the location is enough.
Worsen social position of killers by prohibiting them from setting up campfires on claim, including their own base or alts' bases.
Possibly eliminate player killing completely by removing it from the game.
Make life harder for those intentionally geared for PVP against unarmed players, e.g., temporary debuffs increasing water consumption for stamina regeneration.
Slow down heavily armed and armored players wearing steel armor, especially when they’re far from their campfires.
Introduce fog of war over the whole area outside fortifications so players can’t see enemies, defense towers, or protective catapults.
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Re: Poaching

Postby MightySheep » Sun Oct 19, 2025 5:10 am

Wat if every person u kill their total Lp or Int is added to your 'negative karma' and the more you have the longer it take to hearth home or u character start having weird hallucinations and spooky shit
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Re: Poaching

Postby Aljosa » Sun Oct 19, 2025 8:48 am

My only concern is losing a character and possibly weeks of work. If there was one change id intoduce, it would be this. Everything stays the same, you can still KO and rob random sprucecaps. However people without RAGE cannot be killed in PvP, only KOed. You can still drown them tho. :D
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Re: Poaching

Postby ImRightYoureWrong » Mon Oct 20, 2025 2:53 am

MightySheep wrote:Wat if every person u kill their total Lp or Int is added to your 'negative karma' and the more you have the longer it take to hearth home or u character start having weird hallucinations and spooky shit

this has been tried in many other games and has never worked. the autists that dedicate enough of their playtime to pure PVP/griefing (and are the main reason its enough of an "issue" to be discussed on the forums over and over again) are inherently motivated by antisocial behavior enough to work past any road blocks that aren't just outright removing PVP/griefing. it especially won't work in something like this where the stats needed to fuck up 95% of a PVPer's main prey are easy af to bot/grind materials for on a throwaway alt
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Re: Poaching

Postby MightySheep » Mon Oct 20, 2025 4:08 pm

shut up i want murder scoreboard
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Re: Poaching

Postby Robben_DuMarsch » Fri Oct 24, 2025 3:43 am

MightySheep wrote:shut up i want murder scoreboard


Step 1: Spawn alt
Step 2: Kill alt
Step 3: Look at your name on the scoreboard and grab the bottle of lotion on your desk.
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Re: Poaching

Postby vatas » Fri Oct 24, 2025 8:11 am

Robben_DuMarsch wrote:
MightySheep wrote:shut up i want murder scoreboard


Step 1: Spawn alt
Step 2: Kill alt
Step 3: Look at your name on the scoreboard and grab the bottle of lotion on your desk.


Well obviously the amount of points rewarded should scale from the victim stats (like "Scalp Score" in Salem.) Admittedly it would still be possible to raise alts just to "slaughter" them for murderpoints. Not sure if this was ever a thing in Salem - probably not, because it only gave you any sort of rewards if you turned in a top 10 Scalp and the process of raising character stats was more involved (read: tedious) than in Haven.
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