Remove safepalis

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

Re: Remove safepalis

Postby Avu » Sun Dec 22, 2024 10:56 am

I can't murder every single player I target waaaaa jorb fix it so I can murder every player I target!
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Re: Remove safepalis

Postby VillagerAs » Sun Dec 22, 2024 10:57 am

Insanely dumb idea
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Re: Remove safepalis

Postby SnuggleSnail » Sun Dec 22, 2024 12:40 pm

Everybody wants things to be more dangerous for murderhobos, but get freaked out at the prospect of things being 1% more dangerous for them even if it means murderhobos are x10 worse off. Loss aversion bias, crunge
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Re: Remove safepalis

Postby Reiber » Sun Dec 22, 2024 2:21 pm

SnuggleSnail wrote:I know it's off topic, but this line alone should be enough to invalidate nearly everything you've ever said in C&I. I've literally never seen this done once. I'm sure it HAS happened, but the statement is so absurdly out of line with reality it makes it obvious nothing you say is based on live experience. You're just saying stuff.


my good slug, i have personally built 2 watermills to see if you can block a river, and after trying countless times to encorporate one in my plot, and finding out how ass they are to place, i am confident, that the amount of actually usefully built watermills is somewhere between 4 and 20.
so far traveling down rivers this world i saw 2.

i am not saying, people build watermills left and right, blocking every river, or that its even remotely common, but neither is having a functioning watermill in your village.

also, i am only speaking of my own experience, i am in fact a bearcape hermit militia shitter often biting off more than i can chew, cause the other option, is waiting inside my walls untill you are done bashing shit, and paving obscenitys. wich i sometimes also doo, cause whenever by some miracle you do fuck up, and take some damage , you call the cavalry. proppably more so because they also want some "content" , rather than you actually needing help, against 3 farmers and 2 miners coming out with bronze gear.
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Re: Remove safepalis

Postby saltyfish » Sun Dec 22, 2024 2:31 pm

Reiber wrote:the safe pali is what allows the bearcape militia to even make the move and run out,
cause otherwhise, between them noticing, that you have more hhp than the 4 of them combined, and frameperfectly time your watersips. and your goonsquad clicking on your local thingwall, they have 43 seconds before your 8 buddyos teleport to their front door.

and from that point on, you wont have hermit militas anyomore. cause they know if they fall out, they get hounded down by teleporting nitwits, and the chase goes for however long untill they die.

you need a way to end combat in defensive engagements, on your term.


if they where so useless, people wouldnt bother blockating them before looking for fights.
also. i have seen more people escape from you through ngates than you have knocked this world.


and lastly. every mechanic in this game punishes spuces more than it aids them, thats the name of the game.

85% of all built watermills where roadblocks.
2% where not, and where actually used for their intended purpose,
50% of those left a hole in the pali and ended up with the village getting razed.


fuck , spuces run confusedly intoo vgates while in combat, lock themself out of their own claim, or leave holes in their walls, about as often as one of them figures out how you build a palisade.


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Re: Remove safepalis

Postby joojoo1975 » Sun Dec 22, 2024 5:00 pm

SnuggleSnail wrote:Everybody wants things to be more dangerous for murderhobos, but get freaked out at the prospect of things being 1% more dangerous for them even if it means murderhobos are x10 worse off. Loss aversion bias, crunge


I believe the main opposition most have is not so much with you idea, just the fact you would be honest and forthright enough that what you request is not for yourself mainly. I mean your other post about the handling of newer players and pvp kinda says it all.

SnuggleSnail wrote:

There's 4 or 5 other people in the willig with similar piles, although I think we're kindof outliers in that we actually use mrage and tryhard to setup kills instead of KO. Anyway, weirdflex over
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Re: Remove safepalis

Postby azrid » Sun Dec 22, 2024 7:43 pm

Will this help griefers like you kill more or less noobs?
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Re: Remove safepalis

Postby Saxony4 » Sun Dec 22, 2024 8:24 pm

remove snugglesnail
loftar wrote:git da mony
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Re: Remove safepalis

Postby Sevenless » Mon Dec 23, 2024 1:59 am

SnuggleSnail wrote:
Sevenless wrote:


I think your willig is one of the very few in that weird deadzone where people are living there that are probably good enough to not retard kill themselves with an airlock, but also not good enough at running that they might actually use them.

With that in mind, how many times in the last 2 years or so have you escaped PVP because of an airlock? I know for sure the answer for most village is 0 with a rounding error, but like I said you guys are goldilocks zone for this so I'm not just leading you to an implication here actually just curious


Personally once like 5 worlds ago, actually managed to get Berthadin stuck in our airlock and it was pretty funny. Whoever vigi called to knock him let him out in the shenanigans that resulted though. Not super surprising that I don't use it since I rarely need to leave the walls. 3-4 times (as a village) during the world where we were participating in "bumfights" pvp between outer continent villages, mostly people getting baited outside to fight and them having more numbers. One time someone getting aggroed and having to run all the way home. And honestly, to add to the goldilocks zone thing, you need enough stats/armor to not get downed in the short run to the airlock anyway.

I think you're right that I'm overestimating the quality of non-pvp villages.

Ironically this world the main use of our airlock has been hunting mammoths...
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Re: Remove safepalis

Postby SnuggleSnail » Mon Dec 23, 2024 4:10 am

Sevenless wrote:Personally once like 5 worlds ago, actually managed to get Berthadin stuck in our airlock and it was pretty funny. Whoever vigi called to knock him let him out in the shenanigans that resulted though.


Hey, I was there for that! We didn't let him out, though. He had the key from somebody in your willig he KOed. He was waiting for your squad of shidders to all go in so he could let his friends in and kill you all. You guys wouldn't have been KOed, you would've died because enclosed spaces with people stronger than you is basically guaranteed death.

But ye, safepali maybe saved you 1 time in half a decade because you're not sure you wouldn't have gotten away otherwise. On the other hand, I know we've counter-ganked koreans and shit around your willig like 10 times and half the time they ran to safepali.

As stated in the original premise, safepalis are for the most part saving people that the average (and me tbh) user doesn't feel ""'deserves""" to be saved. They're saving me when I gank the AD crafter and run away from Felix+squad. They're saving Nonek when he ganks the random hermit on the edge of the world then runs away from the bearcape militia. They're saving faction people with 10 active murder scents that get ganked around their 50 person village.

Safepalis are good for griefing. Safepalis are bad for PVP. This is one of the weird situations where the PVPbois and the nematode's interests are aligned. The first 2 pages of the thread are negative tho so it's already 2late
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