On Raiders and The New Mechanic

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

Re: Roads and Transportation/Teleportation

Postby Archiplex » Wed Sep 02, 2015 8:38 am

Lunarius_Haberdash wrote:
Archiplex wrote:Yes, I was trying to find the picture evidence, but when you commit a crime you get a debuff that prevents you from logging out or hearthing home for a certain amount of time. It truly will not impact too much, one person will be considered the "wingman" who will boat home a boat with 6 large chests in it.

However, raiding is also different. If you kill whoever owns a bond for the claim you raid, and you prevent them successfully from resetting the bond (Done so at claim pikes) for 96 hours, that claim will become yours.


That's awesome.. Do we happen to know if the bond of blood and soil requires activity to remain active? If it just has to be in your inventory, there's an alt abuse waiting to happen. This one, thankfully, is able to be overcome by making it only generate Presence when you get XP, unlike the issue with key alts, which is largely impossible to overcome.

As far as the Wingman? Yeah, that's shitty, but one supposes there are certain play issues you can't fix. Wait, yes they can. If there are scents on the map that can show where that object is, you can't hearth with an object of that sort on you.

The next thing they need to do to bring this into balance is make it so that wherever the raider logs off gets a temp hearth fire where they log off that isn't physical, but does interfere with object placement to prevent it from being used as a wall-jumping or similar glitch.


Please keep in mind that Bond of Soil dictates how much LP your claim gets. If it's on an inactive person, that person will gain your claim and then you can't feed your claim directly, if you leave it on them, your place will declaim quickly, you'd have to shuffle the bond any time you wanted to put in LP (Actually you'd get screwed if it ends up in your alt's hands anyways)

Image Proof for debuff, from https://www.youtube.com/watch?v=PkARrkW ... e=youtu.be


Granger wrote:
Lunarius_Haberdash wrote:
Archiplex wrote:Yes, I was trying to find the picture evidence, but when you commit a crime you get a debuff that prevents you from logging out or hearthing home for a certain amount of time. It truly will not impact too much, one person will be considered the "wingman" who will boat home a boat with 6 large chests in it.

However, raiding is also different. If you kill whoever owns a bond for the claim you raid, and you prevent them successfully from resetting the bond (Done so at claim pikes) for 96 hours, that claim will become yours.


That's awesome.. Do we happen to know if the bond of blood and soil requires activity to remain active? If it just has to be in your inventory, there's an alt abuse waiting to happen.
As far as i know it has to be in the study to generate presence from the LP you gain from the curios.
This one, thankfully, is able to be overcome by making it only generate Presence when you get XP, unlike the issue with key alts, which is largely impossible to overcome.
Since you need XP to generate LP: this should already be covered.

As far as the Wingman? Yeah, that's shitty, but one supposes there are certain play issues you can't fix. Wait, yes they can. If there are scents on the map that can show where that object is, you can't hearth with an object of that sort on you.
This sounds like a good plan to me: unable to teleport with stolen goods.

The next thing they need to do to bring this into balance is make it so that wherever the raider logs off gets a temp hearth fire where they log off that isn't physical, but does interfere with object placement to prevent it from being used as a wall-jumping or similar glitch.
Also a very good point. The hearth would fix several issues:
- block object placement so you can't logout, have someone drop an object there, log in and exploit 'location unavailale -> spawn at HF'
- enable summon since the character is currently there
- be not as harsh as no logout, since with that the toon would be open to attacks from wildlife


If you are a criminal, you are going to log out in a safe and secure house amongst palisade walls, not randomly in the wilderness :P

Otherwise, you are just a very bad criminal.
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Re: On Raiders and The New Mechanic

Postby Lunarius_Haberdash » Wed Sep 02, 2015 9:06 am

Or one who has to leave in a hurry, or doesn't have a safe bolt-hole built.
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Re: On Raiders and The New Mechanic

Postby Archiplex » Wed Sep 02, 2015 9:07 am

Lunarius_Haberdash wrote:Or one who has to leave in a hurry, or doesn't have a safe bolt-hole built.



Both of those are signs of bad criminals!

Raiding should be an organized event, filled with judgements for possible consequences and what to do when things go wrong. If you don't have time to raid and return home to a safe place in time, you should think of other things to do than raid.

At the same time, you should also be incredibly mindful of going on murder sprees against newbies.
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Re: Roads and Transportation/Teleportation

Postby Granger » Wed Sep 02, 2015 9:52 am

Archiplex wrote:
Granger wrote:- be not as harsh as no logout, since with that the toon would be open to attacks from wildlife


If you are a criminal, you are going to log out in a safe and secure house amongst palisade walls, not randomly in the wilderness :P

Otherwise, you are just a very bad criminal.

I had thought about disconnects because of server/client/uplink problems.
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Re: On Raiders and The New Mechanic

Postby lithis » Wed Sep 02, 2015 9:54 am

Best way to avoid being raided is to go live somewhere remote lol. The world is massive yet 90% of the population have settled in/next to the spawn area.
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Re: On Raiders and The New Mechanic

Postby Lunarius_Haberdash » Wed Sep 02, 2015 9:56 am

lithis wrote:Best way to avoid being raided is to go live somewhere remote lol. The world is massive yet 90% of the population have settled in/next to the spawn area.


I moved a fair ways away (6-8 hour trek) and am considering moving further afield once I've had some time to establish myself, up my skills, etc.

Though honestly, I expect a reset will happen sometime in the next few months as development happens. I could be wrong, but it would seem odd to me to leave the world with artifacts of a previous and incomplete time.
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Re: On Raiders and The New Mechanic

Postby Illinoise » Wed Sep 02, 2015 10:14 pm

I'm actually in support of removing hearth fire teleporting.

If the tp was replaced with a guide on where your hearth fire is, I feel like exploring and raiding in general would be far more meaningful.

It does give less of an incentive to raiding, but that is only because it would require more resources to raid a base and then transport the loot back to a safe spot.

If raiders had to role up in wagons, assemble all the gear they need, put all the loot in the wagons and ride away, that would be cool as shit.

Foraging would be a great deal harder as well, but again, that is not necessarily a bad thing. It means giving a great deal more thought into the dangers of where you might explore.

Furthermore, I'm not concerned with the fact that this would make the game harder on hermits. It's true that multiple playstyles should be encouraged in a game, but if you choose to be a hermit in h&h you should accept the risks and rewards of doing so.

Being a hermit gives you far more freedom than anything else in the game, but that comes at the cost of almost no security and I feel like the tp as it is makes it quite a cheap escape out of most conflicts.
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