Surrender mechanic to replace KO

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newaccountlol
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Surrender mechanic to replace KO

Post by newaccountlol »

Implement surrender mechanic. Maybe some kind of honor/karma system too to discourage killing.

Surrendering would temporarily halt combat and character would kneel. If the surrender is accepted by any attacker, you instantly drop all your possessions and hearth home. If the surrender is denied by any attacker, combat continues. Killing a surrendered enemy would leave a murder scent regardless of if they committed a crime against you. A karma system could possibly remove the ability to surrender if you have already killed too many people, or the consequences of killing a surrendered enemy could be based on the enemy's "karma".
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2d0x
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Re: Surrender mechanic to replace KO

Post by 2d0x »

Excuse me, I don't speak English.
newaccountlol
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Re: Surrender mechanic to replace KO

Post by newaccountlol »

2d0x wrote:http://www.havenandhearth.com/forum/viewtopic.php?f=2&t=57&p=749&hilit=karma#p749
That doesn't have much to do with this
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2d0x
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Re: Surrender mechanic to replace KO

Post by 2d0x »

newaccountlol wrote: That doesn't have much to do with this
As you will say... Just a lot of people suggested the introduction of karma in one form or another (similar, including).
Excuse me, I don't speak English.
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boreial
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Re: Surrender mechanic to replace KO

Post by boreial »

Red Handed can already not hearth so karma is essentially already in place, as for the non-surreneder having the control, ummm NO this is just giving gankers the power back again to kill whoever they want be it a worthy opponent IE: stated and geared similarly, or some poor scrub wandering around trying to explore the game just because it's "FUN" , A mentality that I for one just cannot understand.
newaccountlol
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Re: Surrender mechanic to replace KO

Post by newaccountlol »

boreial wrote:Red Handed can already not hearth so karma is essentially already in place, as for the non-surreneder having the control, ummm NO this is just giving gankers the power back again to kill whoever they want be it a worthy opponent IE: stated and geared similarly, or some poor scrub wandering around trying to explore the game just because it's "FUN" , A mentality that I for one just cannot understand.
Obviously it's more hardcore than the current system. That's the point. Lots of people including me hate the KO system(and actually has nothing to do with griefing noobs). This is meant to be a compromise between w9 and w10 system. The system I'm promoting can be tweaked over time to find the right balance, potentially to have -significant- downsides to random killing. The main point is that killing should always be possible. The KO system has ruined what attracted me to the game in the first place. It is without a doubt against the core values of the original game. It's up to the devs to decide if those values are worth keeping or if they'd rather evolve to something different.
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Granger
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Re: Surrender mechanic to replace KO

Post by Granger »

Link TPtoHFonKO to rage (mutual exclusive, buying rage takes away the leniency and maked the character vulnerable to permadeath on first defeat) and that's solved: Should you have fun with dying then buy rage and you can end others that see it the same way - but if you dislike it you can simply skip rage and awake at your HF should you meet someone with a different viewpoint on the matter.

Also: Having a theft+ scent of the character you KO in your inventory could disable the TPtoHF for it, so justice can be served again.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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sMartins
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Re: Surrender mechanic to replace KO

Post by sMartins »

Not bad, good suggestions here. I like both op and granger ideas ...
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newaccountlol
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Re: Surrender mechanic to replace KO

Post by newaccountlol »

TPtoHFonKO should require hearth magic + lots of exp + 48 hour cooldown and body can be looted

Disabled if criminal

Disabled if surrendered
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jorb
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Re: Surrender mechanic to replace KO

Post by jorb »

Myeah, idk. Not sure it changes much.
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