Pacifism (the Rage skill good twin)

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Hasta
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Pacifism (the Rage skill good twin)

Post by Hasta »

Looking at the big picture, we basically have the PvP Alignment system half-implemented.
There are players who go all in with risk and buy Rage, getting some moves or whatever; and there are those who can kinda-PvP (able to fully participate in PvP activities, but essentially immortal after the notorious B12 patch). This looks like an unfair advantage even for a non-PvPer like myself.

So, Problem: complicated, one-sided and arguably unfair Rage/Non-Rage system.

Suggested solution: create the balancing counterpart for Rage, and put the "undecided" characters somewhere in the middle in terms of "being immortal VS being deadly".

1. "Pacifism" skill. Once bought, it renders the character harmless in PvP, but nearly impossible* to kill. The Pacifist character involuntarily HFs whenever a non-sparring PvP relation is active within 15 tiles. That "Panic HF" can not be interrupted from outside, and if the character himself breaks the spell by specifically pressing the "cancel" button - he Faints, losing all SHP instantly and dropping unconscious.
* To avoid allowing complete immortality, these effects may be negated while in proximity to Pacified characters' Hearthfire (10 tiles?), or creating a "Stroke" wound from each Fainting - well, you guys are good at creating ways for a player to die, you'll figure this out.

- this way an immortal* character will not be able to actively participate in PvP, while retaining the ability to either flee the battle or wait for it to move elsewhere.
- "Peaceful farmers" will give up their ability to defend themselves (or their base) in exchange for PvP safety.
- "immortal backup fighters" won't be a thing in mass PvP events, useful only at a significant distance for boats/knarrs logistics and whatnot.

2. Boost "Rage". Make it give better (or any?) passive bonuses while PvPing, and/or improve the skills/moves it gives (I can't really suggest specifics since I never had this skill - should it give +100UA +100MC when acquired? Percentages to damage? Put your suggestion in the comments!). The idea is to make a Rage character distinctively better at PvP.

3. Characters without either Rage or Pacifism skill, or "normies", should have more protection from dying than Rage characters, but still mortal. Return B12 to its former glory and maybe boost all the Grievous damage modifiers on all weapons a little.

Conclusion: ideally, we create a clear distinction between in-game lifestyles.
- Active, attacking PvPers buy Rage, becoming much better, deadlier fighters without "training wheels";
- Players who don't want to conquer others but wish to have the ability to defend their homes don't buy either skill and remain "defending PvPers" - somewhat able to fight, skills and moves are clearly inferior to Rage-dependant ones, have a chance at not dying permanently;
- Players who don't want anything to do with PvP get Pacified - almost immortal* but unable to protect their own. Basically, cattle.
___________________________

This suggestion should be tweaked A LOT by people who actually, deeply understand PvP, by developers with their knowledge of the game's inner works etc etc.
But the PvP alignment system, half-introduced by Rage/Non-Rage division, have to be balanced and finalised.
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Ants
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Re: Pacifism (the Rage skill good twin)

Post by Ants »

I could imagine people using rage alts to force peaceful players to stay trapped in their home. And what if their hearthfire managed to get smashed? They would hearth to a random spot in the wilderness far from their friends.

I agree with B12s being returned to their former glory, though. Immortals at PVP events are pretty bullshit.
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Mario_Demorez
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Re: Pacifism (the Rage skill good twin)

Post by Mario_Demorez »

Good ole legacy personal belief sliders.
loleznub
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Re: Pacifism (the Rage skill good twin)

Post by loleznub »

Any type of immortality would be bad unless it has hefty downsides, which this lacks.

I don't like the idea, period, as it opens a whole slew of things players can do to abuse said mechanic (such as griefing for free without fear of character loss), but that said I wouldn't put it past the devs to implement such a thing.

If anything, it should also make such characters truly bound by the "pacifism" trait, to include PvE content as well. You may not attack or kill anything such as: players, wild animals, livestock, chickens, rabbits, etc.

This would effectively make any immortal character unable to do any of the following: Mining (Slimes auto KO and cause you to drop items, you must hearth out.), Herding (How you gonna tame those animals when you don't condone violence, let alone kill them for their meat?), Hunting (LuL), Fishing (slicing them fishy bois up are bad). Basically, only crafters would be useful in this sense, thus creating ANOTHER reason for people to have alts.
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Granger
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Re: Pacifism (the Rage skill good twin)

Post by Granger »

loleznub wrote:Any type of immortality would be bad unless it has hefty downsides, which this lacks.
Being evicted from PvP combat or, when aborting the port, faceplanting (for a nice concussion) not bad enough for you?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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stya
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Re: Pacifism (the Rage skill good twin)

Post by stya »

loleznub wrote:Any type of immortality would be bad unless it has hefty downsides, which this lacks.

I don't like the idea, period, as it opens a whole slew of things players can do to abuse said mechanic (such as griefing for free without fear of character loss), but that said I wouldn't put it past the devs to implement such a thing.

If anything, it should also make such characters truly bound by the "pacifism" trait, to include PvE content as well. You may not attack or kill anything such as: players, wild animals, livestock, chickens, rabbits, etc.

This would effectively make any immortal character unable to do any of the following: Mining (Slimes auto KO and cause you to drop items, you must hearth out.), Herding (How you gonna tame those animals when you don't condone violence, let alone kill them for their meat?), Hunting (LuL), Fishing (slicing them fishy bois up are bad). Basically, only crafters would be useful in this sense, thus creating ANOTHER reason for people to have alts.
I think you mistake pacifists with vegan hippies.
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Kaios
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Re: Pacifism (the Rage skill good twin)

Post by Kaios »

loleznub wrote:thus creating ANOTHER reason for people to have alts.
loleznub wrote:The game caters to creating alts.

This fact will never change.
MooCow
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Re: Pacifism (the Rage skill good twin)

Post by MooCow »

Pacifism needs the following downsides:
  • No combat ability whatsoever. Set to, and locked at 1 MM, UA, MC.
    No pushing
    No criminal actions whatsoever. Not even passing through somebody's territory
    No killing farm/wild animals
    No nidbanes
Pacifism probably should have the following downsides:
  • Vegetarianism, No eating meat, wild game, poultry, fish, or creepy crawlies
    Accessed via credo, making it forever permanent
    No tracking of scents
    Crimes against you don't generate scents
Pacifism needs the following bonuses:
  • You take no, or greatly reduced grievous damage from combat
    Can hearth during combat. You still can't log out during combat
    Hearthing can only be interrupted by K.O
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Granger
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Re: Pacifism (the Rage skill good twin)

Post by Granger »

MooCow wrote:[TL;DR: pacifists should die when crossing the river in the creation room]
I think the PvP lovers overdo it a bit.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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MagicManICT
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Re: Pacifism (the Rage skill good twin)

Post by MagicManICT »

Mario_Demorez wrote:Good ole legacy personal belief sliders.
Well, they did say they may be reimplemented, but not in the same means. Of course, you can do both "nature" and "industry" now. How would this "pacifism" thing work with rage?
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.

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