-
barra
- Posts: 446
- Joined: Mon Jul 05, 2010 2:08 pm
Re: New death system(Idea changed 2015-12-06 (thoughts?)
A big penalty after murder will shift it further onto murder-alts. A big cost before murder might be better but seems more gamey.
loftar wrote:You do appear to need a good trolling.
-
Ignasis
- Posts: 4
- Joined: Thu Apr 24, 2014 7:37 pm
Re: New death system(Idea changed 2015-12-06 (thoughts?)
Permadeath is a must have in Haven. No exceptions.
As a suggestion - murder penalty on a character can be based on development difference between him and his prey, be it only combat development or overall development.
The generic idea is - the weaker hermit killed is - the more impact it has on the killer represented by Unfair Murderer debuff
Smth ranging from 10% all stat/skill penalty for 24 hours to 50% for month. Stackable.
Factions will have a choice - screw their combat alt up and kill a weak hermit or find an opponent of equal strength. Info about an upcoming penalty shd be visible to potential murderer so he can make a weighted choice (Between KO and actual murder I suppose)
Debuffs coming from killing the weak may have additional consequences.
1st of all they shd be visible to everyone
Secondly - the village who lets Unfair Murderer on their grounds may accumulate smth like Notoriety indicator visible to anyone, which is kinda a bad reputation of giving refuge to criminals.
This way griefing can remain, but become a bit more visible and a bit more pricey.
As a critics to my own idea - killing a hermit may be done by cheap combat alt after the wall is broken, so penalties shd somehow end up on palibasher characters since they are way more pricey.
As a suggestion - murder penalty on a character can be based on development difference between him and his prey, be it only combat development or overall development.
The generic idea is - the weaker hermit killed is - the more impact it has on the killer represented by Unfair Murderer debuff
Smth ranging from 10% all stat/skill penalty for 24 hours to 50% for month. Stackable.
Factions will have a choice - screw their combat alt up and kill a weak hermit or find an opponent of equal strength. Info about an upcoming penalty shd be visible to potential murderer so he can make a weighted choice (Between KO and actual murder I suppose)
Debuffs coming from killing the weak may have additional consequences.
1st of all they shd be visible to everyone
Secondly - the village who lets Unfair Murderer on their grounds may accumulate smth like Notoriety indicator visible to anyone, which is kinda a bad reputation of giving refuge to criminals.
This way griefing can remain, but become a bit more visible and a bit more pricey.
As a critics to my own idea - killing a hermit may be done by cheap combat alt after the wall is broken, so penalties shd somehow end up on palibasher characters since they are way more pricey.
-
Thedrah
- Posts: 943
- Joined: Fri Apr 08, 2011 2:20 am
- Location: behind you
Re: New death system(Idea changed 2015-12-06 (thoughts?)
why not spam new characters and ram/mayhem? i saw a post where someone reported having to kill many new characters daily outside his village because of griefing, they would build a HF outside the village then ram it daily
▲
▲ ▲
▲ ▲
-
DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: New death system(Idea changed 2015-12-06 (thoughts?)
Punishing the criminal is stupid and just leads to alt armies. Some bullshit about requiring some sqrt(cha*psy) is hilariously terrible.





-
shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: New death system(Idea changed 2015-12-06 (thoughts?)
Instead of punishing criminal, there should be added ways to just prevent raid/murder from happening.DDDsDD999 wrote:Punishing the criminal is stupid and just leads to alt armies. Some bullshit about requiring some sqrt(cha*psy) is hilariously terrible.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: New death system(Idea changed 2015-12-06 (thoughts?)
DDDsDD999 wrote:Punishing the criminal is stupid and just leads to alt armies. Some bullshit about requiring some sqrt(cha*psy) is hilariously terrible.
Then have the investment required be high enough that alt armies would be impractical
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: New death system(Idea changed 2015-12-06 (thoughts?)
This is something I suggested once upon a time but I think there also needs to be a cost associated with kingdom wars, tbh.venatorvenator wrote:Or maybe killing people outside declared kingdom wars costs you Authority because it slowly damages the legitimacy of your kingdom/village/hermitage. Every claim, after all, is just a representation of someone's legal rights over something.
Requires a rework of the current authority system for villages+, though, so that it actually costs something.

-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: New death system(Idea changed 2015-12-06 (thoughts?)
Permadeath in the current form leads to losing players, the older the world (and thus the character) the heavier the impact... who wants to grind back half a year?
While i understand the reasoning behind 'everything is gone' on death I feel that (claims aside) it should be cheaper to work on raising an ancestor back to old glory than it is to raise a new unrelated character to the same levels.
Maybe some rites like with the old shrine that when performed give a learning/fep buff till you reached the old stats? The idea behind this is to give incentive to keep going instead of pausing till next world.
@all: please keep in mind that not everyone is in a fraction village where only disposable alts (which are expected to die at some point, thus raised by the dozend) leave the walls, while expensive characters are just logged out on first signs of trouble... Not everyone runs multiple characters, needing them is imho in itself is a sign of bad mechanics.
While i understand the reasoning behind 'everything is gone' on death I feel that (claims aside) it should be cheaper to work on raising an ancestor back to old glory than it is to raise a new unrelated character to the same levels.
Maybe some rites like with the old shrine that when performed give a learning/fep buff till you reached the old stats? The idea behind this is to give incentive to keep going instead of pausing till next world.
@all: please keep in mind that not everyone is in a fraction village where only disposable alts (which are expected to die at some point, thus raised by the dozend) leave the walls, while expensive characters are just logged out on first signs of trouble... Not everyone runs multiple characters, needing them is imho in itself is a sign of bad mechanics.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: New death system(Idea changed 2015-12-06 (thoughts?)
Me and some other people have already suggested this idea. I recall jorb didn't like it for some reasons.Granger wrote:Permadeath in the current form leads to losing players, the older the world (and thus the character) the heavier the impact... who wants to grind back half a year?
While i understand the reasoning behind 'everything is gone' on death I feel that (claims aside) it should be cheaper to work on raising an ancestor back to old glory than it is to raise a new unrelated character to the same levels.
Maybe some rites like with the old shrine that when performed give a learning/fep buff till you reached the old stats? The idea behind this is to give incentive to keep going instead of pausing till next world.
@all: please keep in mind that not everyone is in a fraction village where only disposable alts (which are expected to die at some point, thus raised by the dozend) leave the walls, while expensive characters are just logged out on first signs of trouble... Not everyone runs multiple characters, needing them is imho in itself is a sign of bad mechanics.
TBH, this idea is probably even more abusable for pvpers than the op idea.
Pvpers who die, will just quickly grind up those stats at 3x speed, because they have crafter alts, but hermits and people who use alts will just be plain fucked upon death, because they won't be able to grind hq curios with their crafter/forager
If something is implemented, the op idea is better imo.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: New death system(Idea changed 2015-12-06 (thoughts?)
It could be something as simple as "Reincarnated characters regain skill and stat points at triple speed when contributing to skills they had beforehand"
For example If you had 100 intelligence and die, on your new character every time you would gain 1 intelligence, you instead gain 3 intelligence- until you are at 100 again.
And the LP cost for skills are reduced to 1/3 (Every increase is still the normal scaling, but grants 3x increase until you reach your old levels/near old levels)
Of course, triple is a random number. It could be any number, and could even slowly scale downwards as you reach certain tiers.
For example If you had 100 intelligence and die, on your new character every time you would gain 1 intelligence, you instead gain 3 intelligence- until you are at 100 again.
And the LP cost for skills are reduced to 1/3 (Every increase is still the normal scaling, but grants 3x increase until you reach your old levels/near old levels)
Of course, triple is a random number. It could be any number, and could even slowly scale downwards as you reach certain tiers.
Queen of a cold, dead land. Caretaker of the sprucecaps.