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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: HHP Drain for Scents Change
It does, just tested it. It actually takes 2 because it leaves a trespassing aswell.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: HHP Drain for Scents Change
I think they used Ender's shift scrolling a bunch of stuff in a claimed cupboard repeatedly until bam, it crashed.bmjclark wrote:At very least, trespassing into containers shouldn't leave scents. I'm pretty sure when the server was crashed it was by a bunch of fresh spawns spamming scents by walking on and off a claim, and leaving the hhp drain for that would still help solve things (or you know, make it so that you need trespassing to move on claims or so that they behave like v claims and don't leave a trespassing scent just for walking on it).scourage wrote:Trespassing shouldn't have hhp damage, and increase hhp for theft & vandalism. I like the idea of stealth effecting the hhp loss, but only if they increase the hhp loss for vandalism and theft to make it worthwhile.
Oh and btw, why do you guys confuse being a "raider" with "having combat stats"?
Just because you're a "peace fool" and want to live peacefully, doesn't mean you don't need to have combat stats to PROTECT your base from raiders.
Like, the victim DOES choose to be a victim if he's like "Meh, not gonna waste a point into UA or build a brickwall, I'm peaceful so people who attack me should die instantly, anyway."
Jalpha wrote:I believe in my interpretation of things.
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rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: HHP Drain for Scents Change
What does this have to do with anything?NOOBY93 wrote:Oh and btw, why do you guys confuse being a "raider" with "having combat stats"?
Just because you're a "peace fool" and want to live peacefully, doesn't mean you don't need to have combat stats to PROTECT your base from raiders.
Like, the victim DOES choose to be a victim if he's like "Meh, not gonna waste a point into UA or build a brickwall, I'm peaceful so people who attack me should die instantly, anyway."
Edit: By that I mean who/what is this in reference to?
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: HHP Drain for Scents Change
I was answering that to the people on 3rd page
Jalpha wrote:I believe in my interpretation of things.
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borka
- Posts: 9965
- Joined: Thu Feb 03, 2011 7:47 pm
- Location: World of Sprucecap
Re: HHP Drain for Scents Change
You're aware that it's difficult to push your farming and crafting and push your combat stats?!?NOOBY93 wrote: Just because you're a "peace fool" and want to live peacefully, doesn't mean you don't need to have combat stats to PROTECT your base from raiders.
Typical rapist argument: i.e. she was asking for it by wearing a miniskirt ... or Bullie argument: i.e. he deserved to get punched - he was looking strange at me... Victims are always made by offenders (without offenders no victims)NOOBY93 wrote: Like, the victim DOES choose to be a victim if he's like "Meh, not gonna waste a point into UA or build a brickwall, I'm peaceful so people who attack me should die instantly, anyway."
Let's reduce everything to: "the biggest gun wins"... poor world...
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: HHP Drain for Scents Change
You really think attackers get dragonflies for their UA? They farm, craft, mine, cook, bake, forage, EVERYTHING for those stats. UA is basically a byproduct of farming, is the way I view it. Also, in a world as cruel as this, your "rapist argument" makes no sense.borka wrote:You're aware that it's difficult to push your farming and crafting and push your combat stats?!?NOOBY93 wrote: Just because you're a "peace fool" and want to live peacefully, doesn't mean you don't need to have combat stats to PROTECT your base from raiders.
Typical rapist argument: i.e. she was asking for it by wearing a miniskirt ... or Bullie argument: i.e. he deserved to get punched - he was looking strange at me... Victims are always made by offenders (without offenders no victims)NOOBY93 wrote: Like, the victim DOES choose to be a victim if he's like "Meh, not gonna waste a point into UA or build a brickwall, I'm peaceful so people who attack me should die instantly, anyway."
Let's reduce everything to: "the biggest gun wins"... poor world...
It's more like "It's ordinary to attack people, but it's his fault he didn't defend himself."
When you know people will attack you, why not raise UA and build walls? So people would view you as a peaceful, naive noob?
People who attack people will attack anyone, not only noobs. The noobs will surely die, the non-noobs have a chance. So basically, it's the noob's fault he died. If he had raised his UA, he could have a chance against people who ordinarily auto-aggro.
Jalpha wrote:I believe in my interpretation of things.
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_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: HHP Drain for Scents Change
this is way too offtopic, i would say something but its not the right thread for it 
nooby you need to learn when not to post
nooby you need to learn when not to post

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Terean
- Posts: 35
- Joined: Thu Nov 29, 2012 7:47 am
Re: HHP Drain for Scents Change
I can think of a few things to fix the problem the OP had, the most obvious being that when looting a container, you leave one scent for every theft after opening it. So taking five things after opening a cupboard would leave only one scent, or opening the cupboard, taking one thing, closing and opening it again and takinging four things, would leave two trespass and two theft.
Right away I can think of a few problems with that, the biggest and possibly reason enough not to do that is how are you going to track down your stolen things? Is the theft scent going to point towards EVERY single item? While the thought of using one scent to track ten stolen objects and having it point in six different directions amuses me, I can still see some problems.
Right away I can think of a few problems with that, the biggest and possibly reason enough not to do that is how are you going to track down your stolen things? Is the theft scent going to point towards EVERY single item? While the thought of using one scent to track ten stolen objects and having it point in six different directions amuses me, I can still see some problems.
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SuperNoob
- Posts: 521
- Joined: Sat May 11, 2013 1:41 am
Re: HHP Drain for Scents Change
would be simpler to make each item unique to a scent(1 scent per item no matter how many times its stolen) and have no HHP loss.
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Arcanist
- Posts: 2664
- Joined: Mon Mar 19, 2012 2:01 pm
Re: HHP Drain for Scents Change
That would be a million times better. One scent, per item, per perp, one tresspassing per claim per perp, one vandal per object per perp, one murder per victim per uhh, let's leave murder how it is.