Remove safepalis

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

Re: Remove safepalis

Postby DonVelD » Tue Dec 24, 2024 4:19 pm

Valgar wrote:
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.

i presume you never make mistakes?
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Re: Remove safepalis

Postby Sephiron » Tue Dec 24, 2024 4:33 pm

I don't understand why people even use these stupid gates. I only carry slave key to leave and TP back inside, I don't even use vgates except on my minehole. And if I run across someone trying to kill me, the last thing I want to do is guide them to my 2.5 months of progress, could give a shit about losing the character lmao
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Re: Remove safepalis

Postby Blacktooth » Tue Dec 24, 2024 4:35 pm

DonVelD 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.

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


How about this scenario:

The alternating normal gates are keyed differently. One key for 'out' and a different key for 'in'
Player is let out of the palisade only carrying one key for 'in'
Some scrub sees the player and gets excited because the player is wearing a robe and carrying sacks. Scrub aggros the player.
The chase is on
The player runs back into the palisade, closes the gate behind scrub, then gets KO'd or even murdered.
Scrub is now stuck. That's pretty bad for the scrub.
But, what if the village has mats sitting around for a few catapults or you know just waits around till everyone logs in?

Other than the annoyance of being stuck, I think there is a real fear here driving this suggestion. If not a fear, then it hasn't been thought through clearly.

I say keep the gates as they are, at least till something more interesting comes along.
Last edited by Blacktooth on Tue Dec 24, 2024 5:00 pm, edited 1 time in total.
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Re: Remove safepalis

Postby Sephiron » Tue Dec 24, 2024 4:47 pm

sfbmod wrote:
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.


It's just a game, chill tf out. It's an open PVP survival sandbox. There are literally mechanics in the game for PVP, Playing such a game does not make you serial killer creep. And no, not half the server- That's the issue- it's like 5% if even that. There needs to be more PVP, more ways to get into PVP, it's not accessible to the average person, and if it was you would be running around killing people too. This is rust not harvest moon, Let those with your needs use video games to enjoy your true nature without bothering normal healthy people.
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Re: Remove safepalis

Postby Senabus » Tue Dec 24, 2024 5:00 pm

It might help if an ordinary gate without a visitor's flag could only be created with the Murder skill.
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Re: Remove safepalis

Postby Archiplex » Tue Dec 24, 2024 8:03 pm

DonVelD 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.

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


Still seems kinda weird? If your enemies have a key to your safepali, doesn't that mean you fucked up and didn't replace keys after they got taken already? And if you've run inside your safepali and they don't have keys, how is this any worse than without the safepali? You can just run out of your safepali to try and block them off again (and probably inevitably mess it up).

Didn't know you could m-rage during combat though, always thought it had some sort of long timer before being activated but maybe that's me memory-holing something.

IMHO this is all just a greater part of the problem which is bodyblocking kills are just easier, and also safepalis aren't 100% safe either, but if you set them up properly with a house... unless you were already glued on by people you'd have to mess up pretty badly for this to happen. If you're at the point where you acknowledge why safepalis work, you're probably aware enough to know to replace locks when keys are stolen, or are okay enough at running to keep a reasonable gap. If you can't do that, the "alternative" of the player running to critters and touching speedbuffs probably would never have happened anyways.
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Re: Remove safepalis

Postby DonVelD » Tue Dec 24, 2024 8:34 pm

Blacktooth wrote:
DonVelD 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.

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


How about this scenario:

The alternating normal gates are keyed differently. One key for 'out' and a different key for 'in'
Player is let out of the palisade only carrying one key for 'in'
Some scrub sees the player and gets excited because the player is wearing a robe and carrying sacks. Scrub aggros the player.
The chase is on
The player runs back into the palisade, closes the gate behind scrub, then gets KO'd or even murdered.
Scrub is now stuck. That's pretty bad for the scrub.
But, what if the village has mats sitting around for a few catapults or you know just waits around till everyone logs in?

Other than the annoyance of being stuck, I think there is a real fear here driving this suggestion. If not a fear, then it hasn't been thought through clearly.

I say keep the gates as they are, at least till something more interesting comes along.

yeah surely i wont port away after 20 minutes of being stuck in the pali, surely you can make the catapults while you need to challenge the thingpeace for hours first :lol: never make a safepali, you seem to be noobish
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Re: Remove safepalis

Postby DonVelD » Tue Dec 24, 2024 8:41 pm

Archiplex wrote:
DonVelD 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.

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


Still seems kinda weird? If your enemies have a key to your safepali, doesn't that mean you fucked up and didn't replace keys after they got taken already? And if you've run inside your safepali and they don't have keys, how is this any worse than without the safepali? You can just run out of your safepali to try and block them off again (and probably inevitably mess it up).

Didn't know you could m-rage during combat though, always thought it had some sort of long timer before being activated but maybe that's me memory-holing something.

IMHO this is all just a greater part of the problem which is bodyblocking kills are just easier, and also safepalis aren't 100% safe either, but if you set them up properly with a house... unless you were already glued on by people you'd have to mess up pretty badly for this to happen. If you're at the point where you acknowledge why safepalis work, you're probably aware enough to know to replace locks when keys are stolen, or are okay enough at running to keep a reasonable gap. If you can't do that, the "alternative" of the player running to critters and touching speedbuffs probably would never have happened anyways.

the problem is assuming that people know what they are doing, if you try to run its harder to kill you as opposed to being a sitting duck in a safepali. another problem is that the cowardly PKers dont get their justice because they run to their safepali. same folks that complain about PKers & want justice want safepalis to stay. idk man safepalis are a boring content & dont teach the noobs what they should be learning - running away.
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Re: Remove safepalis

Postby Archiplex » Tue Dec 24, 2024 9:00 pm

to be honest? i don't mind if pkers don't die, the more pkers alive means the less often newer players/non-pvper players are liable to be targeted: the entire WB war was GREAT for everyone that was not WB, and now that it's over it's back to other people being targeted more often.

i fully agree safepalis are boring content, but just removing 'em outright doesn't really seem smart nor do i really agree that it it's something 'newbies should agree on' - it marginally makes it more likely for you to die in situations where you are both outnumbered + already don't know how to run + for some reason didn't make a house in your safepali or got cut off before you got to it. also, the other side of this argument (players should just run or learn running) also kinda assumes these newbies know what they're doing, while significantly making it easier to live for anyone beyond that level (even if said players aren't actually good enough to pvp)

just a bad system overall, making changes like this doesn't fix anything, just makes new problems. i don't have any solution that isn't going to cause even more problems tho, and the entire system from bottom-up probably needs to be re-evaluated (gate mechanics, aggro mechanics and the combat system itself are all inherently broken and convoluted and maybe jorbtar should lose their fetish for needless complexity in things that are related to life/death situations)
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Re: Remove safepalis

Postby Mr_Bober » Tue Dec 24, 2024 9:11 pm

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

I agree with this statement only because I hate the current vgate+fence bs we have going on.

But in truth, all gates should be Vgates but also allow to go through it if in combat with animals only (so spruces can run away from the big bad bear)
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