About mental wounds, KoS, alts and other stuff.

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About mental wounds, KoS, alts and other stuff.

Postby LaserSaysPew » Sat Oct 03, 2015 9:35 am

Mental Wounds.
Attacking another character wounds the attacker with "Regret 5" which can be healed via gauze-like only foragable. Or gauze itself, doesn't really matter. The point is: one at a time.
Killing another character inflicts 10 x "Mental Anguish 5" with a -1 debuff on int, str and agi each. Can be healed one at a time with something a bit more rare. No idea what yet but let's say an "ulta-gauze" that requires 2 wool and a silk thread(or cloth).

Pvp lovers will still be able to pvp others with a little penalty. Whole system brings a new thing into the game: Robbery. Since you can attack others, KO them and rob but killing is a dire option.

Alts.
Since you guys brought XP system in, I assume, you're against alts. If that so, there is a really easy way to get rid of them nearly completely. I'll pm you how if you're interested.

Social aspect.
Both implementing mental wounds for killing and removing alts gives the game a stronger social part.(I'm saying stronger, in fact it gives the game a new part: social. There isn't one right now)
Since we can't excel at everything anymore we need to cooperate with others. And since KoS'ing isn't a thing anymore due to high penalties, that becomes a lot more easier and fun to do instead of being constantly afraid for your life. Just a quick example: a guy proposes a trade. Right now, instead of thinking about the trade, I'm thinking "that bastard wants to lure me out and kill me". In the new system I'll think "damn, mb he'll rob me..?" and, well, that's a lot more fun than being killed tbh.

I just woke up so I'm a little rusty, I'll update the post once I get myself together.
Suggestions are welcome! Thanks for reading.
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Re: About mental wounds, KoS, alts and other stuff.

Postby TeckXKnight » Sat Oct 03, 2015 9:52 am

Is 5 temp stat damage even a thing anyone would care about? It's not like you kill more than 1-2 people a week. Finding someone to kill every day for each raider is hard, especially for larger raiding parties. So nothing would change except raiders might get 85 int instead of stopping at 80. The str and agi drop wouldn't even be noticeable unless you single handedly wiped out a village. It's not like combat alts are miners so losing 5-10 str for awhile might mean dropping 1 point of damage with their punch.

Robbery is already a thing. It's called theft and it costs 30k lp. I can't think of a single meaningful distinction between what you described and how theft already works.
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Re: About mental wounds, KoS, alts and other stuff.

Postby LaserSaysPew » Sat Oct 03, 2015 10:01 am

TeckXKnight wrote:Is 5 temp stat damage even a thing anyone would care about? It's not like you kill more than 1-2 people a week. Finding someone to kill every day for each raider is hard, especially for larger raiding parties. So nothing would change except raiders might get 85 int instead of stopping at 80. The str and agi drop wouldn't even be noticeable unless you single handedly wiped out a village. It's not like combat alts are miners so losing 5-10 str for awhile might mean dropping 1 point of damage with their punch.

Robbery is already a thing. It's called theft and it costs 30k lp. I can't think of a single meaningful distinction between what you described and how theft already works.


How about "armed robbery" then? Thieving and robbing are 2 different things.
Removing alts will obliterate this awful "It's not like combat alts are miners so losing 5-10 str for awhile might mean dropping 1 point of damage with their punch."
It's not a complete idea, you know. How about -2, or -3 debuff? -1 was just a starting point. Or % debuff, i.e. -2% int, str, agi.
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Re: About mental wounds, KoS, alts and other stuff.

Postby shubla » Sat Oct 03, 2015 10:02 am

Smoking some hemp before attacking would prevent mental wounds? Or heal them?
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Re: About mental wounds, KoS, alts and other stuff.

Postby Vigilance » Sat Oct 03, 2015 10:05 am

Hello, former mass murderer here.

None of the things you listed would actually deter me from killing people. Additionally, your way of "removing alts" that you refuse to post publicly (for unknown reasons) probably will not work, because people in this game are incredibly gay and will do anything to circumvent such limitations.

By the way, it would make literally no sense to heal mental wounds with physical bandages. The method of healing should be something spiritual. Either way, finding people to kill is so few and far between now, as teck stated, that nothing you do would make it adequately punishing without just being bad gameplay.

shubla wrote:Smoking some hemp before attacking would prevent mental wounds? Or heal them?

top quality post by purus 10/10
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Re: About mental wounds, KoS, alts and other stuff.

Postby TeckXKnight » Sat Oct 03, 2015 10:08 am

It runs into the same issue. Str and Agi are only important as long as they're better than your opponents. You only need so much Int before it stops mattering. Since you only have 16 slots in your mental study there are only so many things you can fit in there. With +Int items and 80 int you can fit everything no problem. Any debuff just means a small buy in cost to go out murdering people without feeling any pain. If the cost was -10% Int per kill for 24 hours, I'd just get 20 extra Int to pay the murder toll for a day.

Even without alts there's specialization, is the thing. If someone is a fighter in a village they're probably not also going to be a farmer, crafter, miner, etc.. They're probably just going out to kill animals and what not on the side so they can get more sausages for more sweet str/agi gains. Even if that was their only character they're still going to focus Str, Con, and Agi and up their UAC and/or MC. Sure, smaller groups can't afford to do that but they're also not going to be engaged in murder or large conflicts super often.

I don't understand what distinction you're making when you say 'Armed Robbery' I'm afraid. You'll have to elaborate for any feedback on that.
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Re: About mental wounds, KoS, alts and other stuff.

Postby LaserSaysPew » Sat Oct 03, 2015 10:13 am

Vigilance wrote:Hello, former mass murderer here.

None of the things you listed would actually deter me from killing people. Additionally, your way of "removing alts" that you refuse to post publicly (for unknown reasons) probably will not work, because people in this game are incredibly gay and will do anything to circumvent such limitations.

By the way, it would make literally no sense to heal mental wounds with physical bandages. The method of healing should be something spiritual. Either way, finding people to kill is so few and far between now, as teck stated, that nothing you do would make it adequately punishing without just being bad gameplay.

shubla wrote:Smoking some hemp before attacking would prevent mental wounds? Or heal them?

top quality post by purus 10/10


Thx for the opinion. The penalties are not meant to remove murdering, its a permadeath game after all. But you won't be able to kill everyone you see.(-1 is low, I agree, I replied with more penalties above)
Yes, healing mental wound with physical bandages is weird, I know. That was just an example if devs don't want to implement new recipes/items for that matter. Other ways are: meditation, drinking some weird stuff with additional debuffs(you get debuff and one of the wounds starts healing, once it is healed you can drink again), some form of ritual maybe.
One more thing I forgot to mention:
fixing the map generator to get those rivers to connect and restarting the server after some time. I'm not sure about opinions on the server restart though, mb some poll would be nice.
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Re: About mental wounds, KoS, alts and other stuff.

Postby TeckXKnight » Sat Oct 03, 2015 10:18 am

LaserSaysPew wrote:fixing the map generator to get those rivers to connect and restarting the server after some time. I'm not sure about opinions on the server restart though, mb some poll would be nice.

Whether we like it or not this will happen. Game builds don't last forever and if they wanted to do something that broke compatibility, say, by adding a weather system or water physics, we'd need a world reset before that could happen. Improving map gen is a constant affair and they'll be working on that till the end of time trying to improve it. That isn't to say it won't get better, it is to say that there is no such thing as a perfect world gen so there will always be things that can be added, removed, or changed. =)
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Re: About mental wounds, KoS, alts and other stuff.

Postby LaserSaysPew » Sat Oct 03, 2015 10:19 am

TeckXKnight wrote:I don't understand what distinction you're making when you say 'Armed Robbery' I'm afraid. You'll have to elaborate for any feedback on that.


If you meet someone, engage and KO him, what will you do next? You'll murder him and then you will loot him. Mb that's also called robbery ofc, I can be mistaken.
The point is, with enough penalties, you won't kill him. You will take his stuff and go away. He will live, he'll be able to get up and go do stuff, track you, take his revenge or forget about you and be more careful next time, knowing someone near him is agressive and robbed him once already. There will be just more player interactions.

Edit. Pvpwise people will engage in combat more freely, knowing that the chance they'll get killed in case of KO is a lot lower than the current 100%.

Edit.
TeckXKnight wrote:It runs into the same issue. Str and Agi are only important as long as they're better than your opponents. You only need so much Int before it stops mattering. Since you only have 16 slots in your mental study there are only so many things you can fit in there. With +Int items and 80 int you can fit everything no problem. Any debuff just means a small buy in cost to go out murdering people without feeling any pain. If the cost was -10% Int per kill for 24 hours, I'd just get 20 extra Int to pay the murder toll for a day.

Even without alts there's specialization, is the thing. If someone is a fighter in a village they're probably not also going to be a farmer, crafter, miner, etc.. They're probably just going out to kill animals and what not on the side so they can get more sausages for more sweet str/agi gains. Even if that was their only character they're still going to focus Str, Con, and Agi and up their UAC and/or MC. Sure, smaller groups can't afford to do that but they're also not going to be engaged in murder or large conflicts super often.


Well, mb we can use some weirdass formula for calculating debuffs then. The more stats you got the more you lose. Something like -2 flat +(-2%). Make it heal slower, make more wounds, there are lots of possibities. I'm sure we can think of something that will discourage killing on both developed chars and not. I'm in no way presenting you a complete solution. I'm merely trying to start a discussion on that matter.
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Re: About mental wounds, KoS, alts and other stuff.

Postby TeckXKnight » Sat Oct 03, 2015 10:29 am

Yeah that's literally just the theft skill.

There's really not much you can do to change the mind of someone who wants to murder someone else. The penalties and dangers are already high: you're blocked from teleporting to your hearth for an hour, you don't log out when you exit the game for days, anyone can track you to your base or while you're out in the wild. It's a dangerous lifestyle and if you're going into it, you're going into it knowing full well what might happen. Adding small penalties isn't going to deter or slow anyone down who has a KoS policy.

Due to bi-weekly patches and regular server crashes it's extra dangerous for people who have crime scents around because they can be stuck in the wild defenseless if they're not paying attention. Like, imagine raiding a base, ramming their wall or running around robbing buildings and then the server crashed. If you don't log on before the enemy does you'll be standing there completely prone as they kill you. They don't even need Rage to attack or murder you, they can just drop a p claim on top of you and use that to engage you in combat.

If these threats and dangers aren't going to deter someone then -50 to their stats isn't going to either.
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