Sanctuaries

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Jfloyd
Posts: 995
Joined: Tue Jun 09, 2009 3:51 am

Re: Sanctuaries

Post by Jfloyd »

I can imagine many people going "Hurr durr derp derp My god is better than yours durr"
Then someone comes and rapes his sanctuary. He then becomes an hero.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
User avatar
Erik_the_Blue
Posts: 218
Joined: Mon Jun 22, 2009 10:15 am

Re: Sanctuaries

Post by Erik_the_Blue »

Jackard wrote:the entire point is that it's absolute.
jorb wrote:If you're looking for an angelically safe position in which no whim or wish of yours can get frustrated, you are playing the wrong game.
1. I could tell the OP he's playing the wrong game and dismiss his idea entirely.
2. I could tell the devs that they're designing their game wrong because they're not giving the players what they want.
3. I could try to reach a middle ground that gives some land added protection without creating the absolute protection jorb is against. This is the path I chose.
4. The trivial position of choosing to not speak.
Jfloyd wrote: can imagine many people going "Hurr durr derp derp My god is better than yours durr"
Then someone comes and rapes his sanctuary. He then becomes an hero.
Kind of like numerous historical examples, no? Or maybe the sacking of Constantinople had no religious overtones what-so-ever. Not that people really need religious pretexts to go around pillaging.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Sanctuaries

Post by Jackard »

Erik_the_Blue wrote:
Jackard wrote:the entire point is that it's absolute.
jorb wrote:If you're looking for an angelically safe position in which no whim or wish of yours can get frustrated, you are playing the wrong game.
1. I could tell the OP he's playing the wrong game and dismiss his idea entirely.
2. I could tell the devs that they're designing their game wrong because they're not giving the players what they want.
3. I could try to reach a middle ground that gives some land added protection without creating the absolute protection jorb is against. This is the path I chose.
4. The trivial position of choosing to not speak.
Yes, an interesting interpretation. Was my variation of the original suggestion for creating an angelically safe position? Or was it for making it so players were unable to destroy/build within certain areas?

Jorb is against "absolute protection" for players - and they shouldn't be able to exploit this that way anyhow.
User avatar
Erik_the_Blue
Posts: 218
Joined: Mon Jun 22, 2009 10:15 am

Re: Sanctuaries

Post by Erik_the_Blue »

How does this not protect players? A town could build around the sanctuary to have a protected source of trees (and thereby wood). A patient farmer could lure cows into a sanctuary and trap them to have a safe source of milk (the best a vandal could do is destroy the fence and hope the cows leave of their own volition). Also,
Jackard wrote:where blood cannot be shed
A thief takes their character to a sanctuary and afk's there until the scents wear out.

Edit: On second thought, the town doesn't even need to surround the sanctuary, it just needs to be close to it.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Sanctuaries

Post by Jackard »

You can't chop the trees down for wood. A protected source of branches??

Also, that sounds like a really dedicated alt. How long would they have to wait for scents to wear out when they never decay? :o
User avatar
Erik_the_Blue
Posts: 218
Joined: Mon Jun 22, 2009 10:15 am

Re: Sanctuaries

Post by Erik_the_Blue »

Use the sanctuary trees to grow new trees which are chopped for wood (and convert mud to forest which can then be plowed). This eliminates "salt the earth" strategies (though a lot of damage could still be done).

The devs have said they want scents to wear out eventually, so it's a viable strategy in the future.
User avatar
EveryTimeV
Posts: 82
Joined: Thu Jul 30, 2009 5:41 am

Re: Sanctuaries

Post by EveryTimeV »

You could at least make it so only people with the trespassing skill could enter, that way you cut out about 80% Of the current player base, all of which include new players who WILL Chop that shit down.
I will steal all of the RuneStones in the land, if your stone has gone missing in the night then I'm already hauling it.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Sanctuaries

Post by Jackard »

Erik_the_Blue wrote:Use the sanctuary trees to grow new trees which are chopped for wood (and convert mud to forest which can then be plowed). This eliminates "salt the earth" strategies (though a lot of damage could still be done).
do you... actually approve of this strategy
User avatar
Erik_the_Blue
Posts: 218
Joined: Mon Jun 22, 2009 10:15 am

Re: Sanctuaries

Post by Erik_the_Blue »

Let me get this straight. This is a game where we can thieve, vandalize, and murder (seige, loot, pillage, plunder, destroy, lay waste, harass, etc.), bringing all sorts of brutality and terror upon our fellow Havenites, but when it comes to harming mother Haven herself, the line is steadfastly drawn and absolute?
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

for future reference you see

Post by Jackard »

so do you or dont you

Return to “Critique & Ideas”