Game Development: Listed Wound

Announcements about major changes in Haven & Hearth.

Re: Game Development: Listed Wound

Postby Kiklington » Mon Feb 10, 2025 4:09 am

SpacePig wrote:
jorb wrote:We've been developing, and here's what's new.

Enjoy!


Excellent. Now we also need to make it so that absolutely all items that are picked up from bodies or from other people's claims cannot be sold through a trading post or transferred through an exchange.
So that any player can see whether these items are legal or stolen.

Room temperature iq statement
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Re: Game Development: Listed Wound

Postby Skrain » Mon Feb 10, 2025 5:00 am

Kiklington wrote:
SpacePig wrote:
jorb wrote:We've been developing, and here's what's new.

Enjoy!


Excellent. Now we also need to make it so that absolutely all items that are picked up from bodies or from other people's claims cannot be sold through a trading post or transferred through an exchange.
So that any player can see whether these items are legal or stolen.

Room temperature iq statement

Nah, in a game where there are memories of pain, and star shard marks, why can't there be something added to show it was taken from either a corpse or a KO'd enemy? Not like it would affect the quality.
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Re: Game Development: Listed Wound

Postby Kiklington » Mon Feb 10, 2025 5:59 am

Skrain wrote:
Kiklington wrote:
SpacePig wrote:Excellent. Now we also need to make it so that absolutely all items that are picked up from bodies or from other people's claims cannot be sold through a trading post or transferred through an exchange.
So that any player can see whether these items are legal or stolen.

Room temperature iq statement

Nah, in a game where there are memories of pain, and star shard marks, why can't there be something added to show it was taken from either a corpse or a KO'd enemy? Not like it would affect the quality.

marking an item as having been stolen is different than removing the ability to sell them from a barter stand or preventing them from being put in a bandy window
do you people even read
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Re: Game Development: Listed Wound

Postby SpacePig » Mon Feb 10, 2025 7:06 am

Kiklington wrote:marking an item as having been stolen is different than removing the ability to sell them from a barter stand or preventing them from being put in a bandy window
do you people even read

If stealing is a crime according to the rules of the game, then obviously buying and selling stolen goods is also a crime.
Honest traders do not sell stolen goods. The buyer must be able to make sure that he is not buying something taken from a corpse.

I will try to explain my idea:
A bandit should not be able to sell his loot safely and conveniently, as a blacksmith or a hunter does.
A bandit must risk selling every sword, every piece of meat or metal that he has stolen, and each time expose himself and the buyer who agrees to such an exchange to the danger of being killed or cheated.
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Re: Game Development: Listed Wound

Postby Kiklington » Mon Feb 10, 2025 12:24 pm

SpacePig wrote:
Kiklington wrote:marking an item as having been stolen is different than removing the ability to sell them from a barter stand or preventing them from being put in a bandy window
do you people even read

If stealing is a crime according to the rules of the game, then obviously buying and selling stolen goods is also a crime.
Honest traders do not sell stolen goods. The buyer must be able to make sure that he is not buying something taken from a corpse.

I will try to explain my idea:
A bandit should not be able to sell his loot safely and conveniently, as a blacksmith or a hunter does.
A bandit must risk selling every sword, every piece of meat or metal that he has stolen, and each time expose himself and the buyer who agrees to such an exchange to the danger of being killed or cheated.

you dont need to explain it any further for it to be obvious that its a dumb idea.
if i take a bar of metal and add it to the other 9 bars of metal in an anvil, is that anvil marked as stolen?
if i KO someone who KO'd one of my friends and stole their gear, and steal said gear back, are those stolen goods that have been returned to my friend now forfeit in any potential future trades?
if i kill a person, take their corpse, and wait for their body to decompose and thus conveniently drop all their equipment onto the ground where i can then collect it without ever leaving a theft scent, what is then done with my stolen equipment?
go outside. its a video game. larping about muh crimes is insanely weird, antisocial behavior.
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Re: Game Development: Listed Wound

Postby Sephiron » Mon Feb 10, 2025 6:43 pm

Irdc if the item is marked stolen, if it's at a decent price I'm still buying it. But preventing players from selling them is retarded, like IRL, if someone is selling you an iPhone for a good deal you're not questioning whether it's stolen, there isn't even a good way of telling, if it's a good deal and you want it you're just going to buy it. It doesn't seem immersive to me that buyers would just know that a q300 axe is stolen just by looking at it; and that the seller is forced to make the moral decision of not selling it at a market after literally stealing it doesn't feel right to me
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Re: Game Development: Listed Wound

Postby fluted0g » Tue Feb 11, 2025 4:48 pm

What if stolen goods are dirty, with blood or something, and you need soap clay to clean them? And anything you build with dirty stuff gets dirty as well. Same with drops of an old corpse and whatever other loopholes people will find.
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Re: Game Development: Listed Wound

Postby vatas » Tue Feb 11, 2025 5:33 pm

Sephiron wrote:Irdc if the item is marked stolen, if it's at a decent price I'm still buying it. But preventing players from selling them is retarded, like IRL, if someone is selling you an iPhone for a good deal you're not questioning whether it's stolen, there isn't even a good way of telling, if it's a good deal and you want it you're just going to buy it. It doesn't seem immersive to me that buyers would just know that a q300 axe is stolen just by looking at it; and that the seller is forced to make the moral decision of not selling it at a market after literally stealing it doesn't feel right to me

The main concern is that someone scents the items themself, then sells it, and tracks down the buyer's base. Honestly, I can't say if that's really a thing (anymore).

Legacy map was more homogenous and not as navigable, making such "shortcut" to locating a base more appealing. I definitely remember people taking countermeasures to this, like immediately crafting the purchased items to something else, or even "quarantine" where they store the items in a different base for 3 days.
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Re: Game Development: Listed Wound

Postby Giewonciak » Tue Feb 11, 2025 8:20 pm

Vert wrote:CAN WE HAVE siege that will work?

What I want from sieges.

1 Sieges should cost resources, in World 10, sieges of medium and large villages required from 5 catapults to 60 or more. In other words, a siege could be won with a better resource base due to an excellent production cycle or trade.
2 Sieges should require active participation, in World 10, to deal damage to a claim, a simultaneous shot from 5 catapults was required, which required distracting 5 people from the fight every hour.
A shot cost 10 stones, just like now, but you had to shoot every hour. 3600 stones and 7200 damage to HP characters to charge the catapults.
3 Needbanes were not entirely weak and could exert pressure summoned simultaneously giving time to drive the enemy away from the catapults and destroy them. Probably, instant summoning was too good, but it definitely should be fixed and not random. For example, needbane should be sent 3 hours after the call.
4 Resource delivery was carried out via crossroad and they could be destroyed, couriers could be caught.
This element has been completely removed from the game.
Smart fighters complained about the hourly teleportation to the hf and this made sense. However, this also allowed teleportation to the charter and the newly introduced thingwals.
Teleportation to hf should not be blocked, but the hourly blocking for crimes when teleporting to thingwals and charters should return. Battles at any point on the map instantly look strange.

At the moment, the siege is just a fight after 24 hours (youtube watching) and a comparison of the characteristics and number of characters.
Such elements as transportation, production capacity and participation in the siege itself have disappeared

Unbreakable village flags stretching throughout the world, also a problem with a broken siege.

It is impossible to properly configure the issuance of rights in the village, if I issue vandalism rights to the village I want people to be able to fix some small thing. I definitely do not want them to be able to build walls, build mines, or build siege mechanisms. Anything that is involved in sieges.


Yup most of it should be back but it should also take in account hermits / people playing after most of the world is dead. What i mean - if village is big, but there is 0 resistance you should be able to put some homemade one man siege - idk - wrecking ball drying for a week. But there is a lot of villages which could be explored, looted or taken over by bored hermits, but only thing they do is decaying.
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Re: Game Development: Listed Wound

Postby Sephiron » Wed Feb 12, 2025 3:30 am

Giewonciak wrote:
Vert wrote:CAN WE HAVE siege that will work?

What I want from sieges.

1 Sieges should cost resources, in World 10, sieges of medium and large villages required from 5 catapults to 60 or more. In other words, a siege could be won with a better resource base due to an excellent production cycle or trade.
2 Sieges should require active participation, in World 10, to deal damage to a claim, a simultaneous shot from 5 catapults was required, which required distracting 5 people from the fight every hour.
A shot cost 10 stones, just like now, but you had to shoot every hour. 3600 stones and 7200 damage to HP characters to charge the catapults.
3 Needbanes were not entirely weak and could exert pressure summoned simultaneously giving time to drive the enemy away from the catapults and destroy them. Probably, instant summoning was too good, but it definitely should be fixed and not random. For example, needbane should be sent 3 hours after the call.
4 Resource delivery was carried out via crossroad and they could be destroyed, couriers could be caught.
This element has been completely removed from the game.
Smart fighters complained about the hourly teleportation to the hf and this made sense. However, this also allowed teleportation to the charter and the newly introduced thingwals.
Teleportation to hf should not be blocked, but the hourly blocking for crimes when teleporting to thingwals and charters should return. Battles at any point on the map instantly look strange.

At the moment, the siege is just a fight after 24 hours (youtube watching) and a comparison of the characteristics and number of characters.
Such elements as transportation, production capacity and participation in the siege itself have disappeared

Unbreakable village flags stretching throughout the world, also a problem with a broken siege.

It is impossible to properly configure the issuance of rights in the village, if I issue vandalism rights to the village I want people to be able to fix some small thing. I definitely do not want them to be able to build walls, build mines, or build siege mechanisms. Anything that is involved in sieges.


Yup most of it should be back but it should also take in account hermits / people playing after most of the world is dead. What i mean - if village is big, but there is 0 resistance you should be able to put some homemade one man siege - idk - wrecking ball drying for a week. But there is a lot of villages which could be explored, looted or taken over by bored hermits, but only thing they do is decaying.

I did this in w13. That was IMO the most fun I've had in this game ever. Sure Hermits were never using siege for it's intended purpose, but at least they were interacting with it. Now, there isn't even really much of a reason to buy the skill
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