safepali change

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

Re: safepali change

Postby Robben_DuMarsch » Sun Dec 21, 2025 8:33 am

Bronk wrote:Perhaps it should be that you can't run through gates if you're an outlaw instead. At least that way deciding to engage in pvp isn't permanently de-buffing your character.


MightySheep wrote:Makes sense that eliminates most of the safe pali abuse


I agree too.
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Re: safepali change

Postby maze » Sun Dec 21, 2025 9:26 am

if outlaws can't pass thought doors we'll get just alt spams until one side knocks out an alt for being annoying. I see this being used as a siege tactic like before.

I do own Rage this world even if it's a debuff to myself. Some kid jumped on my horse and would not get off it. Dumb on my part I shoulda stamped it before hand.

If someone is owning Rage then their intention is to pvp outside their village boarders. If people don't own rage they're only knee-capping their selves if they're pvpers.
Your real problem is aggroing everyone with you auto macro (aggro everyone on screen button), coordinate and take these non-rage players out one by one.

Players who are running in and out of the gates without rage you simply need to bodyblock, and if they're running, then that's not pvp. That player by no means is fighting you.

the only thing in this thread that you've said that might be weird is these safe pallys that pvpers can use. Im assuming you're talking about the wagon exploit?
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Re: safepali change

Postby benisalt1 » Sun Dec 21, 2025 9:52 am

Pvp is gay, and the more pvp is cucked the better. No one likes pvp.
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Re: safepali change

Postby Dawidio123 » Sun Dec 21, 2025 4:57 pm

SnuggleSnail + VDZ wrote:I doubt there's some clever half measure way to protect the nabs without making a system tryhards will abuse. The game needs to decide if it wants to be "We specialize in permadeath and forum drama." the MMO, or farmville. The compromises always seem to just end up with nobody happy.

Arguably i think most hermits are perfectly happy with the safepali change and that will last until someone abuses the shit out of it to a point where even they cannot defend it.

Also now that i've read the rest, no, outlaw acting as rage is also a feel bad mechanic, oh you got the KO against the guys you are defending against but now your whole squad wants to run back? Enjoy your chase ig. Not to mention the dumbass implications of not wanting to be outlawed in case of an objective fight like thingwall/meteorite/siege (it's very strong to have a safepali) which is another stupid can of worms or not being able to bonk an alt standing at your walls because what if you get a murder and then you're cucked for a long time. Like i think it's fine fighters just can't run back into safepalis, what i'm not fine with is no-rage characters being able to act as fighters which WILL get abused eventually when someone actually cares about this game enough to do so.
All this world did was to make hermits realize they can do what they always could've done which is run back to their own base into a safepali (which now you don't have to build or manage they keys for ig, but key management is a whole another topic and hermit trap).
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Re: safepali change

Postby SnuggleSnail » Sun Dec 21, 2025 6:27 pm

Dawidio123 wrote:Arguably i think most hermits are perfectly happy with the safepali change and that will last until someone abuses the shit out of it to a point where even they cannot defend it.


Ye, I guess I just need to find a village full of whiners like F&I and block them from building expansion wall with an alt, or maybe surround a ram with alts. I guess vandal is behind rage now, so you can do some real annoying shit with building roads signs that technically belong to you in front of people's gates.

It would be much nicer to see the obvious abuse before it happens and resolve it without people needing to waste their time, though.
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Re: safepali change

Postby maze » Sun Dec 21, 2025 7:28 pm

Not fully dried gates should not give visitor. The gates should be fully dried to give visitor debuff.
that's at the very least one thing.
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Re: safepali change

Postby Rebs » Sun Dec 21, 2025 7:35 pm

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Re: safepali change

Postby SnuggleSnail » Sun Dec 21, 2025 7:36 pm

medium offense but ur kinda retarded maze I hope jorb never takes anything you say seriously
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Re: safepali change

Postby maze » Sun Dec 21, 2025 8:15 pm

SnuggleSnail wrote:medium offense but ur kinda retarded maze I hope jorb never takes anything you say seriously



because you like to abused insta build pali yourself? what a sad world.
imagin a PvE making a PvP suggestion to make pvp better, and the pvper striking it down because it gets rid of their abuse mechanic :roll:
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Re: safepali change

Postby Sevenless » Mon Dec 22, 2025 10:18 am

SnuggleSnail wrote:There's isn't a any reasonable penalty that will convince most people, even from big villages, even from PVP villages, to get rage. Most people optimize their entire game around survival. Being completely safe in a survival game sucks, but people are going to optimize the fun out of the game if they're allowed to.


One small nitpick: Every permadeath survival game is about minimizing your death chance to as close to zero as possible, and in most games it's easily possible to hit the zero chance of death if you're playing correctly. It's actually a primary goal while playing them. Roguelikes are much closer to what you're describing where you manage death chance but never eliminate it.

I don't think haven is either of those genres though. Permadeath faction driven PvP Sandbox, similar to mortal online or darkfall, but with a much richer building/crafting system is probably more accurate. But both of those games don't feature permadeath and are only full loot, and that's why haven's pvp landscape is radically different and a much smaller % of the play hours put into the game across the entire playerbase.

What the means for this particular topic is up to personal interpretation I guess, I have no problem being some degree of helpless against a pvper if I don't have rage though. Pretty much any character who wouldn't buy rage in previous worlds wasn't able to fight back anyway.

maze wrote:Players who are running in and out of the gates without rage you simply need to bodyblock, and if they're running, then that's not pvp.


I find this ironic considering the main skill in haven pvp is literally running. Haven pvp is best described as tactical jogging.
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