New death system(Idea changed 2015-12-06 (thoughts?)

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

Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby barra » Mon Dec 07, 2015 12:28 pm

A big penalty after murder will shift it further onto murder-alts. A big cost before murder might be better but seems more gamey.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby Ignasis » Mon Dec 07, 2015 1:25 pm

Permadeath is a must have in Haven. No exceptions.

As a suggestion - murder penalty on a character can be based on development difference between him and his prey, be it only combat development or overall development.
The generic idea is - the weaker hermit killed is - the more impact it has on the killer represented by Unfair Murderer debuff
Smth ranging from 10% all stat/skill penalty for 24 hours to 50% for month. Stackable.

Factions will have a choice - screw their combat alt up and kill a weak hermit or find an opponent of equal strength. Info about an upcoming penalty shd be visible to potential murderer so he can make a weighted choice (Between KO and actual murder I suppose)

Debuffs coming from killing the weak may have additional consequences.
1st of all they shd be visible to everyone
Secondly - the village who lets Unfair Murderer on their grounds may accumulate smth like Notoriety indicator visible to anyone, which is kinda a bad reputation of giving refuge to criminals.

This way griefing can remain, but become a bit more visible and a bit more pricey.

As a critics to my own idea - killing a hermit may be done by cheap combat alt after the wall is broken, so penalties shd somehow end up on palibasher characters since they are way more pricey.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby Thedrah » Mon Dec 07, 2015 3:42 pm

why not spam new characters and ram/mayhem? i saw a post where someone reported having to kill many new characters daily outside his village because of griefing, they would build a HF outside the village then ram it daily
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby DDDsDD999 » Mon Dec 07, 2015 5:11 pm

Punishing the criminal is stupid and just leads to alt armies. Some bullshit about requiring some sqrt(cha*psy) is hilariously terrible.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby shubla » Mon Dec 07, 2015 5:12 pm

DDDsDD999 wrote:Punishing the criminal is stupid and just leads to alt armies. Some bullshit about requiring some sqrt(cha*psy) is hilariously terrible.

Instead of punishing criminal, there should be added ways to just prevent raid/murder from happening.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby Archiplex » Mon Dec 07, 2015 6:09 pm

DDDsDD999 wrote:Punishing the criminal is stupid and just leads to alt armies. Some bullshit about requiring some sqrt(cha*psy) is hilariously terrible.



Then have the investment required be high enough that alt armies would be impractical
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby _Gunnar » Mon Dec 07, 2015 6:19 pm

venatorvenator wrote:Or maybe killing people outside declared kingdom wars costs you Authority because it slowly damages the legitimacy of your kingdom/village/hermitage. Every claim, after all, is just a representation of someone's legal rights over something.

This is something I suggested once upon a time but I think there also needs to be a cost associated with kingdom wars, tbh.
Requires a rework of the current authority system for villages+, though, so that it actually costs something.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby Granger » Mon Dec 07, 2015 10:27 pm

Permadeath in the current form leads to losing players, the older the world (and thus the character) the heavier the impact... who wants to grind back half a year?

While i understand the reasoning behind 'everything is gone' on death I feel that (claims aside) it should be cheaper to work on raising an ancestor back to old glory than it is to raise a new unrelated character to the same levels.
Maybe some rites like with the old shrine that when performed give a learning/fep buff till you reached the old stats? The idea behind this is to give incentive to keep going instead of pausing till next world.

@all: please keep in mind that not everyone is in a fraction village where only disposable alts (which are expected to die at some point, thus raised by the dozend) leave the walls, while expensive characters are just logged out on first signs of trouble... Not everyone runs multiple characters, needing them is imho in itself is a sign of bad mechanics.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby overtyped » Mon Dec 07, 2015 10:49 pm

Granger wrote:Permadeath in the current form leads to losing players, the older the world (and thus the character) the heavier the impact... who wants to grind back half a year?

While i understand the reasoning behind 'everything is gone' on death I feel that (claims aside) it should be cheaper to work on raising an ancestor back to old glory than it is to raise a new unrelated character to the same levels.
Maybe some rites like with the old shrine that when performed give a learning/fep buff till you reached the old stats? The idea behind this is to give incentive to keep going instead of pausing till next world.

@all: please keep in mind that not everyone is in a fraction village where only disposable alts (which are expected to die at some point, thus raised by the dozend) leave the walls, while expensive characters are just logged out on first signs of trouble... Not everyone runs multiple characters, needing them is imho in itself is a sign of bad mechanics.

Me and some other people have already suggested this idea. I recall jorb didn't like it for some reasons.
TBH, this idea is probably even more abusable for pvpers than the op idea.
Pvpers who die, will just quickly grind up those stats at 3x speed, because they have crafter alts, but hermits and people who use alts will just be plain fucked upon death, because they won't be able to grind hq curios with their crafter/forager
If something is implemented, the op idea is better imo.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby Archiplex » Mon Dec 07, 2015 10:51 pm

It could be something as simple as "Reincarnated characters regain skill and stat points at triple speed when contributing to skills they had beforehand"

For example If you had 100 intelligence and die, on your new character every time you would gain 1 intelligence, you instead gain 3 intelligence- until you are at 100 again.

And the LP cost for skills are reduced to 1/3 (Every increase is still the normal scaling, but grants 3x increase until you reach your old levels/near old levels)

Of course, triple is a random number. It could be any number, and could even slowly scale downwards as you reach certain tiers.
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