Allow theft and break-in even with the Guest buff.

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

Allow theft and break-in even with the Guest buff.

Postby serVar161 » Mon Apr 20, 2026 6:04 am

Allow theft and break-in even with the Guest buff.
While leaving traces.

Idea:
1) Allow break-in even with the Guest buff. Without break-in permission, getting past the first gate will be impossible.
2) Allow stealing one item even with the Guest buff (Guests are like that – after they leave, you might find your silverware missing).
One item, but not an object. Can steal something from a closet, but can't steal a closet. Can't steal a horse, but can steal a chicken.
3) After taking one item, you receive a debuff preventing stealing until a certain amount of time has passed. For example, the smell of theft won't go away.
4) When someone is at home, it will be easy to interrupt the burglary process without attacking – for example, by simply pushing (changing it from a crime to a normal action interrupting another).

This will allow players to become thieves.
Currently, there are either murderers/robbers or civilians. There is no middle ground. A thief is not a good, but he is not a robber either. He doesn't kill anyone, he doesn't throw things around, he doesn't take everything – he just steals a little.

What will this give:
- New gameplay will be introduced: a thief and a thief hunter (sheriff/detective?).
- This will increase social interaction. Showdowns with thieves, trading stolen goods, returning stolen goods for a reward – either by the thief himself or by someone else who will steal back what was stolen based on his scent.
- It will allow you to get your things back in a different way – without a siege or a fight. However, if you is spotted, a fight may break out.
- People will learn combat so they can punch a thief in the face. Or they'll have to watch him steal everything from their house one by one, like some kind of drug addict.
- Players will begin to strengthen the security of their bases and houses to make it harder to break in. We live in dangerous times.
- Players will begin to strengthen the security of valuables. How many people use safes or put locks on cabinets and chests?

Along with this, gameplay and "classes" such as scout and saboteur will appear.
Scouts will simply, hopefully without a trace, explore bases for interesting items, valuables, facilities, and security, for a future raid.
Saboteurs - having entered the base as a guest or resident, will steal something important at the right moment and escape. The difference from thieves is that they will have more access and are members of the community.
This, in turn, will allow them to lure people in with the "Steal (for example, "my skull") and we'll accept you into our ranks" approach.
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Re: Allow theft and break-in even with the Guest buff.

Postby Regulus2424 » Mon Apr 20, 2026 10:39 am

this is the same "player" that was worried about people quitting the game over a realm chat ban btw
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Re: Allow theft and break-in even with the Guest buff.

Postby Frogg » Mon Apr 20, 2026 12:19 pm

I will steal from you when you are offline.
With 64 alts so I can get everything.
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Re: Allow theft and break-in even with the Guest buff.

Postby serVar161 » Mon Apr 20, 2026 12:35 pm

Frogg wrote:I will steal from you when you are offline.
With 64 alts so I can get everything.

In reality, you'll only get 64 items. That's a lot, sure, but still not what usually happens when bandits come and destroy everything.

But I get the point. Good point. I'll have to think about it.
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Re: Allow theft and break-in even with the Guest buff.

Postby serVar161 » Mon Apr 20, 2026 12:43 pm

Frogg wrote:I will steal from you when you are offline.
With 64 alts so I can get everything.

Automatic locks? For example, in houses and secure cabinets, chests, safes.
The locks leave traces of forced entry, and anyone with the key will notice, but the next thief will have to break it again.
Not ideal, but it will prevent alts from looting everything—each break-in will take a long time. That's assuming the lock is good. And if you steal all the skins that were hanging out to dry—well, what can you do, it happens.
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Re: Allow theft and break-in even with the Guest buff.

Postby DoctorCookie » Mon Apr 20, 2026 2:38 pm

This game has enough key managing and micromanaging systems built into it already. This would be another point of tedium and annoyance. This is a gimmick that would spawn countless exploits and the genie could never be put back in the bottle. Wrong direction.
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Re: Allow theft and break-in even with the Guest buff.

Postby sMartins » Mon Apr 20, 2026 4:38 pm

That's a good idea; I see what you were getting at, but unfortunately it doesn't work. It’s just that people... would shut the doors and never leave the gates open for visitors. Or alts, as someone said ...

It is always harder than one may think.
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Re: Allow theft and break-in even with the Guest buff.

Postby Frogg » Mon Apr 20, 2026 5:48 pm

I’m all for adding more crime mechanics but not the kind where people grief others for no real reason.

The main problem is that alts break the system (imo alts are the main reason we can't have fun in this game)

Containers get a protection timer after being looted? = use alts to steal from yourself and keep that protection active
Each character has a limit on how much they can steal? = use alts to bypass that limit

You could try to turn crime into a gameplay feature with special items that are meant to be stolen or protected but in practice players would just use alts to farm it.
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Re: Allow theft and break-in even with the Guest buff.

Postby serVar161 » Mon Apr 20, 2026 5:49 pm

DoctorCookie wrote:This game has enough key managing and micromanaging systems built into it already. This would be another point of tedium and annoyance. This is a gimmick that would spawn countless exploits and the genie could never be put back in the bottle. Wrong direction.

DoctorCookie wrote:This game has enough key managing and micromanaging systems built into it already. This would be another point of tedium and annoyance. This is a gimmick that would spawn countless exploits and the genie could never be put back in the bottle. Wrong direction.

Perhaps.

But perhaps this is how it should be? Especially considering Haven is in the Dark Ages/Middle Ages.
Doesn't it seem strange that people are sitting behind wooden palisades like in Fort Knox?

Of course, it's better to be completely safe, but that's not how it works.
Let their lives remain about as safe as they are now, but a threat to their property will shake people up.

Lock your doors, keep valuables in the basement, preferably in a safe, lock the basement with a key, and put a cabinet above. You won't be able to hide everything, but solutions can be found.
For example, teaming up with others. If you play alone or in a small group, thieves can sneak up on you when you're not in the game. But if you live near others, especially those playing at different times, it will be much more difficult for a thief to sneak in undetected.
You don't necessarily have to form "classic" villages. You can build personal claims next to each other, agreeing on how much space each player needs and which direction they plan to expand. You might even decide to build a village totem. Or you might even kill each other.

This means there will be more social interaction. Ask someone to punish a thief, find someone or appoint someone to protect you. Or even talk to the thief.
Thieves will also prevent you from throwing things around, and your bases will be cleaner and tidier (but that's not certain).

P.S. Regarding boredom and a multitude of worries, I think it's different for everyone. People can still get bored and get bogged down in a rut. Or in worries. Especially if they take everything on themselves.
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Re: Allow theft and break-in even with the Guest buff.

Postby serVar161 » Mon Apr 20, 2026 5:53 pm

sMartins wrote:That's a good idea; I see what you were getting at, but unfortunately it doesn't work. It’s just that people... would shut the doors and never leave the gates open for visitors. Or alts, as someone said ...

It is always harder than one may think.


That's why I first proposed this idea. And it specifically says there that without the ability to break into the palisade, the thief idea won't work.

serVar161 wrote:With some changes, you will be able to:
- Create thief characters (without the ability to hack the palisade and infiltrate, this is impossible)
- Create prisons, serf villages, and slave traders (without the ability to escape, this will be uninteresting)
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