Rework Outlaw

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Rework Outlaw

Postby MrBunzy » Fri Sep 06, 2019 6:14 am

Preemptive TLDR for those with short attention span:

- allow outlawed characters to be summon-killed at their hearth fire (or simply die if their hearth fire is broken?)
- prevent outlawed characters from building/moving hearth fires
- remove the unable to log out or take charters nonsense

Why:
To my understanding, the purpose of outlaw is to make criminals vulnerable to retribution, by making it harder for them to teleport away from hearth vaults under siege. In practice, however, it is trivially easy to escape from a besieged vault and hop to a new one. I have attempted to trap outlaws in their villages during sieges on a few occasions, and it simply does not work. It may seem like an insignificant problem compared to hearth vaults or siege as a whole, but I think the idea of actions having (theoretical) consequences is pretty central to this game. For a long time there simply have not been consequences to leaving scents, because it is virtually impossible to be subjugated by a more powerful group if you choose opt out of pvp and evacuate in the event of a siege.

I don't want to sound too nostalgic, but world 3 had a far more interesting political scene than the current one, and I think consequences to actions played a big part in it. To my knowledge, the superpowers at the time only deployed their brickbashers a couple of times, but, everyone in the world still talked about it. I think it impacted everyone's behavior because everyone knew death was a real possibility if they pissed off the wrong people. Compare this to modern day haven, where being sieged is an inconvenience at worst. All valuable structures you can find in a village like kilns are relatively transient, and can be replaced with minimal effort, valuables can be moved, characters evacuated etc. In modern haven the 'brickbashers' have been replaced by 'large groups of autists willing to spend a sleepless weekend fucking up your shit', but it is a similar concept. The problem is that even if the autists do conduct the siege, it dosn't matter. Despite siege almost never happening, having people risk dying in the event that it did would be a good step towards fixing the 'actions have no consequences' predicament.

How:
Mechanics wise, summoning outlaws on their hearth fires is a relatively simple way to make sure the outlaws receive a meaningful punishment if the people they piss off can get into their village. It would of course need to be impossible to rebuild a hearth fire elsewhere to prevent the vault hopping we have now. The case of hearth fires being destroyed, willingly or otherwise, needs to be handled. The legacy system of letting anyone force-summon-kill a hearth-fire-less-outlaw with a scent would work, or that could all be skipped and a broken hearth fire could just result in instant death or something. The important thing is, there should be extreme consequences to losing a hearth fire while outlawed, and people should want to defend their hearths to the death. In legacy it was necessary to have someones scents in order to summon them to their hearth fire, but I'm not sure I see much point in this. It would be quite frustrating to enter a village of raiders you had sieged and see a bunch of outlaw hearthfires, only to be unable to kill them because you couldn't find their most recent scents.

An added visual effect to an outlaws hearth might be nice. They could turn red, or give off black smoke or whatever, so that an outlaws allies would not accidentally bash their hearth fire, and their enemies would know where to look after a successful siege. Perhaps there could be some sort of timer (~10 minutes to bash an outlaw hearth fire?) or warning to an outlaw that they where being summoned, so that if someone somehow managed to get to their hearth fire without notice, the outlaw could try to defend themselves (i'm mostly considering the possibility of a traitor backstabbing or an alt with a wall jump bug here, not truly necessary).

Additionally, the duration of outlaw should probably be extended. Not moving a hearthfire is not particularly inconvenient so i don't think outlaws could complain much, but the current duration of the outlaw debuff is not nearly long enough to prepare/schedule/execute a siege, and realistically any outlaws would just have lost the debuff and evacuated by the time any attackers got in to their village. Could alternatively leave the duration as is, but add some way for it to be extended by people who had the scents (maybe with mandrakes haha?). This way, outlaws would not need to deal with the minor inconvenience of not moving their hearth fire unless someone actually had interest in getting revenge on them.

The existing mechanics of preventing fast travel and logging out should probably just be removed. Since they don't actually prevent vault hopping, their only current function is to discourage crime by giving an arbitrary punishment to outlaws. It does work to some extent, as I know lots of people who would normally KO every sprucecap they see and steal every tar stick out of docked knarrs they sail past, but simply don't because they would rather have access to charter stones. However if this is actually desirable, I bet there are far more creative arbitrary punishments that the community could brainstormed, and the use of charter stones feels completely unrelated to crime imo.

pls consider this, or some other change to outlaw. I don't think it'd be super hard to implement, but could potentially make a big impact on player interactions and politics.
Last edited by MrBunzy on Tue Oct 29, 2024 8:33 pm, edited 3 times in total.
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Re: Rework Outlaw

Postby bmjclark » Fri Sep 06, 2019 7:38 am

+1. One of my biggest issues with outlaw right now is that if you d/c in the world and no one can log on your account you're leaving your character out for hours on end. Or if you're out hunting and the server goes down for an extended period of time you have to wait around just to be able to hearth.
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Re: Rework Outlaw

Postby Archiplex » Fri Sep 06, 2019 10:18 am

So, odd idea, but would it be too terrible to give outlawed characters a primitive AI that used a specific set of skills, based off whether they have a higher base MC or UA? It's not much but I still think that killing an offline and defenseless character is a bit lame.

Moves and whatnot determined by devs naturally and not really related to what people know. Perhaps you have to do some hearth magic to enter that state and it only lasts a couple of hours?
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Re: Rework Outlaw

Postby DDDsDD999 » Fri Sep 06, 2019 12:35 pm

Signed.
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Re: Rework Outlaw

Postby Headchef » Fri Sep 06, 2019 12:53 pm

yeah uhh sure but siege does not exist and most likely will not be here for a long time considering all that client rewriting they got planned for the coming years so as a result this change would never be noticed by anyone.
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Re: Rework Outlaw

Postby wonder-ass » Fri Sep 06, 2019 1:10 pm

i dont think brick bashing should be brought back in to the game honestly. who wouldnt brick bash everything they come across knowing nobody is stronger than them? if skill mattered and a single guy could beat a group of people sure but that doesnt exist in the haven we have atm.
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Re: Rework Outlaw

Postby MagicManICT » Fri Sep 06, 2019 7:40 pm

wonder-ass wrote:i dont think brick bashing should be brought back in to the game honestly. who wouldnt brick bash everything they come across knowing nobody is stronger than them? if skill mattered and a single guy could beat a group of people sure but that doesnt exist in the haven we have atm.

Why didn't the Americans ever drop a nuclear bomb on Moscow, or vice versa? Mutually Assured Destruction. Nobody wants to start down that road when you know you're going to get the same on your head.

I'm not saying it should come back. It creates a means of someone breaking in with no prior notice. A large village could be offline for 8 hours and log back in to... absolutely nothing. Everything would live in hearth vaults now, no valuable materials lying around. The game becomes even more tedious for it. I can go on for a good little bit on the matter.

But in a way... maybe it should? The psychology of the world was different then. maybe it was due to MAD owing to game mechanics, maybe it was just a different time and game then.
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Re: Rework Outlaw

Postby wonder-ass » Fri Sep 06, 2019 8:07 pm

now imagine if only america or russia had those nukes and nobody else had. youre telling me they wouldnt have dropped those on every other opposing country and simply taken over the world?
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Re: Rework Outlaw

Postby MagicManICT » Fri Sep 06, 2019 9:00 pm

wonder-ass wrote: imagine if only america or russia had those nukes and nobody else had.

Asked and very thoroughly discussed if you want some historical perspectives on the matter. As a matter of my analogy to Haven, the simple fact is that you can use the brick-bashers to decimate an opponent's industrial production, but you can't wipe out their brick bashers (at least not if their smart about it). The fact is you're going to wake up sometime soon and find all of your industrial production wiped. And this game isn't one sided, even if it might seem that way.
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Re: Rework Outlaw

Postby jorb » Fri Sep 06, 2019 9:20 pm

Hmm. You make some good points, at least. Will consider. What I didn't like about summoning as it existed in Legacy is all the shit it allowed for in terms of teleporting around characters by summoning them.
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