Slavery (again)

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Fostik
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Slavery (again)

Post by Fostik »

No, guys, this post is not against permadeath.
This post is about ease of killing bodies you met in the world, and impunity of that.

I dont think that we need limit it, i think there must be a way, where knocked out body can be more usefull, than dead body and murder scent.


For example, shackles equipped to knocked body will leash him to you, like an animal, he will follow you, and jump on your hearthfire with you. That will leave scent of slavery.
Shackled body cant log out, cant jump his hearthfire, and have limited access to claim as owner has.
Slave holder can do anything with slave: force him to build house, harvest minimap of crops for freedom, or victim can think that logout will save him, but can be killed anyway.

So, with that mechanic there will be:

1. No need of killing bodies, you can have more benefit from it.
2. If you met 10 bodies that will just smash you - you can have a chance to be saved.
3. Your friends can track you, and save you at least.

All this inspired by thoughts, that killing is not so easy in real life: there's law, conscience, religion, other thoughts that will prevent it.
Last edited by Granger on Tue Jan 24, 2017 8:35 am, edited 1 time in total.
Reason: adjusted the title to something resembling the contents
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
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Seraphimos
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Re: About death and permadeath.

Post by Seraphimos »

There is no skin tone options in haven, so for now its lame.
Time rolls on, wipe these eyes. Yesterday laughs - tomorrow cries!
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Granger
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Joined: Mon Mar 22, 2010 2:00 pm

Re: About death and permadeath.

Post by Granger »

I take it that the scent of slavery lasts over the whole time the victim is held captive, as do the limitations (red handed and outlaw), and only starts to decay when the crime is completed? Also that it is stronger than murder?

This whole thing has been discussed to death btw. and was in general deemed a bad idea.

Also: title your threads reasonably in the future, will adjust this for you now.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
Fierce_Deity
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Re: About death and permadeath.

Post by Fierce_Deity »

Not super against the slavery option, although I don't think it will fit in well, but ill make a few inputs on the idea anyways. Too many issues to fix with it. They can bring the slave home, and then murder. The person can now no longer bury their body or inherit at all.

Slavery scents should be worse than murder.
There has to be some way to protect a slaves life. Whats the point in not killing them?
Ugh, i want to keep coming up with stuff to improve this idea, but the more I do the worse the idea sounds. So, -1 to slavery.

At the most, implementing a captive system would be okay. Capture hearthling, take them home/send them to your base. Doing so requires you to have already built a jail building, or perhaps a hanging cage. Imprisoned hearthlings can have the option to suicide if they want to inherit 30%, or remain jailed until freed for ransom or killed.
That ideas shit too. Letting players control the toon of an enemies in any way is just bad in general.
MadNomad
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Re: Slavery (again)

Post by MadNomad »

i doubt that many people would waste opportunity to kill the target just to get a meaningless profit from doing one simple job, compare the value of the character to job. (and we have stat caps too, which is one more reason that makes this idea useless)
well, it wouldn't hurt to add this tbh, but do we really need this? devs could spend that time to fix certain game flaws instead.
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stya
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Re: Slavery (again)

Post by stya »

Be ready not to save your friend. No inheritance, stats or otherwise... Feels worse than death to me.

And also it does not feel like haven and hearth.
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Divicid
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Re: Slavery (again)

Post by Divicid »

It's a horrible idea.
The reason is; Anything that acctually prevents you from playing the game, is simply bad mechanics, even if it enchance the experience for another player.
Using "Slavery" like this simply locks you out from the game, and makes you more inclined to play something else, that is not a good mechanic for a game.
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stya
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Re: Slavery (again)

Post by stya »

Also if you are an hermit, you like to play with one main char only. It gets enslaved. What do you do? You are locked out of your base, you can't inherit... You basically are good for a fresh start.
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azrid
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Re: Slavery (again)

Post by azrid »

Jailing your enemies should be a thing.
You could balance it by making the jailed person unable to be killed.
Also add a time limit of how long you can keep someone jailed. After it runs out the prisoner can tp home.
Also make it so that you can buy the freedom of jailed person by selling the key of the cage. If key is destroyed jailed person can tp home.

This is just going to add more depth to the game and there wont be 1 solution to combat. I'm sure there are more tweaks that would make this idea better though.
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Fostik
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Re: Slavery (again)

Post by Fostik »

stya wrote:It gets enslaved.

Outcome event as just killing
stya wrote:You basically are good for a fresh start.
Yes, if you dont even want to try contact people. Death will cause same thing, if you lost a key, etc.

I think everything is fair there.
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My experience of market building in W13

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