Remove safepalis

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

Re: Remove safepalis

Postby Luno » Mon Dec 23, 2024 7:47 am

Perhaps the common middle ground here is that this:
Image
Or any variation of it, is perhaps too complex for the mind of the average player, and feels rather convoluted and weird to be considered a feature at all. Also it looks like garbage.
Maybe it's about time the whole airlock thing is turned into an actual feature, possibly an actual building/palisade extension that you make, called airlock idk, that is much more straight foward in usage, building, and less stupid looking.

PS: Not my airlock.
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Re: Remove safepalis

Postby Archiplex » Mon Dec 23, 2024 11:38 am

Yeah I don't really buy the argument that allowing them to exist is more dangerous than removing them outright, all you've done is say "it is more dangerous" without explaining in detail why, though.

I don't like them, but as above posted I'd much rather they be implemented with some sort of "official" safepali rather than this stopgap solution we currently have of non-directly related mechanics. Would be neat if they were a village-wide feature that allowed you to plant one "safe" escape zone somewhere in your v-claim that only villagers could utilize.
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Re: Remove safepalis

Postby Valgar » Mon Dec 23, 2024 2:05 pm

And where is the cabin with a High Q metal lock here ?
I don't get the point about the Max damage Cleave, you'll put it anyway safipali or not, the only difference here will be once you're trapped inside a safepali, your choices will be :

- Let a Scent of Murder and have to look at your ass 24/24 during 9 days (if not raped before by some opposite faction called by the assaulted sprucies).
- Go away with only a 2 days Scent of battery (and even here your ass will certainly be traded to the opposite faction for a good Q Stone Axe).

Here devs should block the Travel to HF during the Scents duration, no pain no gain, this Redhanded is in favor of PKing without high risks.

Nope, safepali are just good to kill raiders as I see right now.
Can be traded for sort of gate letting you go or not depending on your claim permissions.
Last edited by Valgar on Mon Dec 23, 2024 3:59 pm, edited 2 times in total.
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Re: Remove safepalis

Postby vatas » Mon Dec 23, 2024 3:04 pm

Milarepa wrote:Ok remove safepalis and make everything vgate only
but also
let non-outlawed non-redhanded non-mrage people cross vgates in pvp combat.

This could be worth considering. From what I know, the main issue would probably be that aggroing but not KOing doesn't make you an outlaw. At first I thought this as in "SmuggleSlug aggroes someone, sees help is coming, just runs back as a non-outlaw" but this would also enable the repeated "sortie out, retreat back inside, repeat" by non-outlaw defenders. And a potential noobtrap for people who might even be doing genuine self-defence.

All this could perhaps be solved by some sort of "aggression timer" similar to what EVE Online has. (Can't dock or use stargates - very simple and intuitive, at least since they added the timers with explanatory tooltips as a big feature in the main UI.)

noindyfikator wrote:You want to remove safe pali but you don't give anything as replacement.

Shitters should have some way to safely explore/hunt around own village


My suggested replacement: basically what I said here: viewtopic.php?f=48&t=77180&p=951497&hilit=valhalla#p951497

Key points:
*Add instanced versions of Valhalla for "private lobbies"
*Add a simple and transparent way to set certain stats/gear to all participants. (Imagine if we could make any of the "stats are autowin" guys fight Snail etc. giving former 100 UA and the latter 1 UA.)
*Objectives/Waypoints or anything to simulate the escape/drop aggro aspect of running away.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Remove safepalis

Postby vatas » Mon Dec 23, 2024 3:06 pm

Archiplex wrote:Yeah I don't really buy the argument that allowing them to exist is more dangerous than removing them outright, all you've done is say "it is more dangerous" without explaining in detail why, though.

I don't like them, but as above posted I'd much rather they be implemented with some sort of "official" safepali rather than this stopgap solution we currently have of non-directly related mechanics. Would be neat if they were a village-wide feature that allowed you to plant one "safe" escape zone somewhere in your v-claim that only villagers could utilize.


viewtopic.php?f=48&t=73704

These people would've presumably had better times in Haven if there had only been one type of gate...
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Remove safepalis

Postby HingleMcCringle17 » Tue Dec 24, 2024 9:10 am

vatas wrote:
Archiplex wrote:Yeah I don't really buy the argument that allowing them to exist is more dangerous than removing them outright, all you've done is say "it is more dangerous" without explaining in detail why, though.

I don't like them, but as above posted I'd much rather they be implemented with some sort of "official" safepali rather than this stopgap solution we currently have of non-directly related mechanics. Would be neat if they were a village-wide feature that allowed you to plant one "safe" escape zone somewhere in your v-claim that only villagers could utilize.


viewtopic.php?f=48&t=73704

These people would've presumably had better times in Haven if there had only been one type of gate...



If that one gate was a Vgate, sure. Maybe the default should be a Vgate but you have to add somthing to make it a regular gate. For those who don't actually k own how to make airlock and use them there is an extra level they need to actively learn to make themselves unsafe.......

While there is a small point to the OP where if you stop moving in combat and just sit there and take it your gonna die, so yeah if you don't know how to create an airlock and use it properly the.yeah it's a death sentence. To be honest only use the airlock for limited PVE escape is caught off guard.
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Re: Remove safepalis

Postby DonVelD » Tue Dec 24, 2024 11:34 am

Archiplex wrote:Yeah I don't really buy the argument that allowing them to exist is more dangerous than removing them outright, all you've done is say "it is more dangerous" without explaining in detail why, though.

I don't like them, but as above posted I'd much rather they be implemented with some sort of "official" safepali rather than this stopgap solution we currently have of non-directly related mechanics. Would be neat if they were a village-wide feature that allowed you to plant one "safe" escape zone somewhere in your v-claim that only villagers could utilize.

As to "why?" its dangerous:
-player has a safepali
-his friend gets KOd and loses the key
-runs into safepali
-every enemy also runs in because they have a key
-they freely block him, mrage and opknock, then just murder him
-the alternative to this was that the player couldve instead ran, clicked critters and touched speedbuffs then ported away home

i saw it happen numerous times, they dont even HAVE to have the key, they could also be quick enough to run in with him and then its over for him
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Re: Remove safepalis

Postby Vert » Tue Dec 24, 2024 1:07 pm

Some spruce didnt understand difference between visitor and normal gates. I like w10 visitor gate, pvp boys didnt like it but it was much more fighting in w10 with less ko a suppose.
Separating gates was mistake.
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Re: Remove safepalis

Postby Valgar » Tue Dec 24, 2024 2:31 pm

DonVelD wrote:As to "why?" its dangerous:
-player has a safepali
-his friend gets KOd and loses the key
-runs into safepali
-every enemy also runs in because they have a key
-they freely block him, mrage and opknock, then just murder him
-the alternative to this was that the player couldve instead ran, clicked critters and touched speedbuffs then ported away home

i saw it happen numerous times, they dont even HAVE to have the key, they could also be quick enough to run in with him and then its over for him


Nope that's not a Gate problem but more brainlogic, it's like hiding yourself in a dead end.
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Re: Remove safepalis

Postby sfbmod » Tue Dec 24, 2024 3:34 pm

SnuggleSnail wrote:
  • The visitor/non-visitor gate system we have rn is kindof complicated with a lot of unintuitive mechanics normal people would consider exploits.
  • The majority of the time when competent players are running into safepalis I think those are the 'fair' fights/ganks that most people don't want to end for free.
  • Safepalis are usually pretty deadly for shitters. I think they make it more likely for them to escape, but much more likely to die.
  • My willig has no had a safepali for like 3 worlds now and it hasn't rly been a problem even tho we're usually on the weaker side of the strong williges.
  • Visitor/non-visitor gates seems to usually not be well understood by new players and is probably responsible for 90% of 'free' raids on nabs.
  • I just don't think they're fun.
  • The system we have now was explicitly put in place to reduce the use of safepalis, but Ngates got added as a workaround? I don't get it.
  • You guys have been looking for ways to make leaving scents more punishable, well 50% of the time I track somebody they waddle into a safepali even tho they're not good enough at running to escape normally.

IMO, there should only be visitor gates in the game.


So in other words you're the "retarded" "gay virgin" you call others because of a sociopathic need to hurt people in video games so hope to prevent regular gates from closing in your face. Stopping your need to enjoy your hidden bloodlust you can't act out in real life. You're one of those 1 in 30 statistics psychology professors try to warn society about. Got it. Unfortunately half the server seems populated by jackasses like you.

The better suggestion to make the game "safer" for peaceful players is to have another server for PVE, only. Let those with your needs use video games to enjoy your true nature without bothering normal healthy people.
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