Nidbane improvement

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

Re: Nidbane improvement

Postby synaris » Fri Mar 30, 2018 11:34 pm

do the nidburns not reduce stats already?
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Re: Nidbane improvement

Postby shubla » Sat Mar 31, 2018 12:07 am

synaris wrote:do the nidburns not reduce stats already?

Not enough!
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Re: Nidbane improvement

Postby jorb » Wed May 16, 2018 2:34 pm

Not thrilled about how they're working atm, tbt.
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Re: Nidbane improvement

Postby ctopolon3 » Thu May 17, 2018 12:12 am

nidbanes from theft should steal (1 item from container with stealed item or character who steal or character who consume stealed)
nidbanes from vandal should vandal (destroy hf & remove 5k of claim shield from each nidbane)
nidbanes from kill should steal stats (take 2% stats from killer at each nidbane u sent)

P.S. we need to mark stealed items somehow (abused in trade & tracking atm)
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Re: Nidbane improvement

Postby wonder-ass » Thu May 17, 2018 12:16 am

lol just make it like this

theft- if nidbane beats opponent it steals random item from inv.
vandal- if nidbane beats opponent it destroys random structures around player.
battery- if nidbane beats opponent it gives new type of wound hysteria which acts as a concussion that cant be healed heals on its own but very slowly.
murder- if nidbane beats opponent it takes its life simple as that.

p.s. the way scents works rn should be reworked why does a person deffending his friend that has bin attacked get charged with battery if he defeats the offender???
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Re: Nidbane improvement

Postby Aceb » Thu May 17, 2018 1:19 am

ctopolon3 wrote:nidbanes from theft should steal (1 item from container with stealed item or character who steal or character who consume stealed)
nidbanes from vandal should vandal (destroy hf & remove 5k of claim shield from each nidbane)
nidbanes from kill should steal stats (take 2% stats from killer at each nidbane u sent)

P.S. we need to mark stealed items somehow (abused in trade & tracking atm)


1. Stealed items are usually used right away or if not possible, put somewhere away.
2. Removing claim shield cool, destroying HF serves not much purpouse I guess?
3. Would lead to factions to use nidbanes to steal stats from alts making them perhaps stronger? I'm sure it would be exploited in this way =)

wonder-ass wrote:lol just make it like this

theft- if nidbane beats opponent it steals random item from inv.
vandal- if nidbane beats opponent it destroys random structures around player.
battery- if nidbane beats opponent it gives new type of wound hysteria which acts as a concussion that cant be healed heals on its own but very slowly.
murder- if nidbane beats opponent it takes its life simple as that.

p.s. the way scents works rn should be reworked why does a person deffending his friend that has bin attacked get charged with battery if he defeats the offender???


1. If all the "items" are somewhat marked even after being put out somewhere else... and lets not be kidding everyone, theft chars have shit on them anyway.
2. Can see how it would be exploited already.
3. Well, nidbane wound is already a thing, isn't it? The problem lies in ability to cheese it.
4. Too simple in fact. But yeah, if not for K.O mechanic, wasn't it working previously like that?
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Re: Nidbane improvement

Postby wonder-ass » Thu May 17, 2018 3:33 am

Aceb wrote:1. If all the "items" are somewhat marked even after being put out somewhere else... and lets not be kidding everyone, theft chars have shit on them anyway.
2. Can see how it would be exploited already.
3. Well, nidbane wound is already a thing, isn't it? The problem lies in ability to cheese it.
4. Too simple in fact. But yeah, if not for K.O mechanic, wasn't it working previously like that?


you seem to miss the point. it was to make nidbanes interesting different crimes should mean different outcome a theft nidbane shouldnt be out to kill its opponent, theft is not a valid reason to kill but a murder nidbane should have all the rights to take the offenders life. tell me how this would be exploited since most alt spamming tactics have bin worked around.
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Re: Nidbane improvement

Postby DDDsDD999 » Thu May 17, 2018 4:03 am

wonder-ass wrote:you seem to miss the point. it was to make nidbanes interesting different crimes should mean different outcome a theft nidbane shouldnt be out to kill its opponent, theft is not a valid reason to kill but a murder nidbane should have all the rights to take the offenders life.

Trading wax and metal to kill characters is retarded.

wonder-ass wrote: tell me how this would be exploited since most alt spamming tactics have bin worked around.

Have you ever been in any group pvp scenario, ever? Guess what, alts get spammed there, and you have to kill them, leaving murder scents.
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Re: Nidbane improvement

Postby Aceb » Thu May 17, 2018 6:45 am

wonder-ass wrote:
Aceb wrote:1. If all the "items" are somewhat marked even after being put out somewhere else... and lets not be kidding everyone, theft chars have shit on them anyway.
2. Can see how it would be exploited already.
3. Well, nidbane wound is already a thing, isn't it? The problem lies in ability to cheese it.
4. Too simple in fact. But yeah, if not for K.O mechanic, wasn't it working previously like that?


you seem to miss the point. it was to make nidbanes interesting different crimes should mean different outcome a theft nidbane shouldnt be out to kill its opponent, theft is not a valid reason to kill but a murder nidbane should have all the rights to take the offenders life. tell me how this would be exploited since most alt spamming tactics have bin worked around.


Not really missing the point. You have to take into account in what real situations would people leave scents and how much exploitable plotential it has.
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Re: Nidbane improvement

Postby ctopolon3 » Thu May 17, 2018 1:34 pm

atm people spent months to build someth beauty, losing it in 12hrs, can send nidbane to KO vandal alt....
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