by Jubal_Barca » Sun Sep 04, 2022 3:35 pm
To respond to other stuff here: the attacker took all my external gear before I KO-teleported but not my study, bonds, or a bunch of my inventory items, which was a weird flex. I was multiple provinces away from home and scouting to find new Thingwalls when I got stabbed, my home area has seemed pretty peaceful so far. I guess at some point someone will wreck it so badly that I'll lose interest in the game again, but until then I may as well keep digging my lil garden and caves. I'm playing with a couple of friends atm, but I'm further through than they are and we all have plenty else to do so we're at the casual end of the player-base.
Anyway, with particular thanks to help from a friendly local hermit with better healing kit than me, I'm pretty much recovered, which I didn't think was likely when I was down at 2hhp. Will be carrying more armour in future...
I do agree that the game doesn't really discourage PvP attacks effectively: as the devs have noted, it's difficult finding solutions that don't allow the alternative of alt-spam griefing or anything, but it would be nice if there were better mechanics against griefing per se. I wonder if having a ritual that allowed players or descendants with Ancestral Worship or some similar skill to denounce their attacker to a Thingwall or Awakened Tree, which could then lead to killing the attacker being a quest given to Rage-enabled players in a bounty hunting mechanic, might be fun. Or possibly linking it to realm mechanics so if a player denounces their attacker at a Thingwall, it reduces bonuses etc for the area until the killer is brought to justice, giving the realm-focused players a reason to actually protect "their" peasantry from banditry (part of the general issue of HnH being that the power curve is very big on all things, so realms trying to interact with hermits in their area is usually pointless because what am I going to give my sovereign lords, a Q10 blueberry pie? But mechanising some interactions like that might change that dynamic or lack of dynamic.)