Suggestions from a New Player

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

Re: Suggestions from a New Player

Postby RaptorJedi » Wed Jul 15, 2009 7:30 pm

Fcn wrote:Well the issue with the village chat is that if you can quickly check everyone in the village you can see who should not be there, with IRC it's not that simple, you can't see their location in game. Perhaps a village chat could work if it did not show if a player was online or offline, you would just send messages to it, but I'm going off topic and it's an area I haven't really considered.



A good village has all the members of it in at least one persons kin list. In Stillmeadow, I have everyone that was ever a member of our town on my kin list, and we all group up whenever we're on. Anyone not on my kin list probably doesn't belong. A village chat would be no different than that.
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Re: Suggestions from a New Player

Postby sami1337 » Wed Jul 15, 2009 7:33 pm

Yeah right now i must say, perhaps check my kin list a bit too often. If there's more than one player online i add them to a party, or get an invite for one.

Village chat doesn't have to work like parties. Just the chat part.
The ones who see things differently.

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Re: Suggestions from a New Player

Postby Potjeh » Wed Jul 15, 2009 7:36 pm

Hey, we're onto something here.

How's this: a minimum number of required scent uses left would be required for murdering the thief. And as you suggest, scents from a single thief would be combinable.

Let's say than a ranger of average skill would need 10 different clues to reach the minimum number for murder, but wouldn't have any uses left for actually finding the hearth. A high-level ranger could murder a mid-level thief with much less clues, but that would mean putting a high-level character at risk of death just for the sake of killing a mid-level one (murder clues should always allow killing), so people would be reluctant to do it. A high level thief, on the other hand, would be nigh murder-proof, but would still be summonable for retrieval of items.

Also, taking everything from a thief you summon would generate a lot of theft clues, so just stealing back what was stolen from you would be the safe option.
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Re: Suggestions from a New Player

Postby Fcn » Wed Jul 15, 2009 7:45 pm

Potjeh wrote:Hey, we're onto something here.

How's this: a minimum number of required scent uses left would be required for murdering the thief. And as you suggest, scents from a single thief would be combinable.

Let's say than a ranger of average skill would need 10 different clues to reach the minimum number for murder, but wouldn't have any uses left for actually finding the hearth. A high-level ranger could murder a mid-level thief with much less clues, but that would mean putting a high-level character at risk of death just for the sake of killing a mid-level one (murder clues should always allow killing), so people would be reluctant to do it. A high level thief, on the other hand, would be nigh murder-proof, but would still be summonable for retrieval of items.

Also, taking everything from a thief you summon would generate a lot of theft clues, so just stealing back what was stolen from you would be the safe option.


I think you need to be careful here, as you don't want to have to wait for a murderer to kill multiple people before you can track him. The combination of scents is mainly to deal with thief killing, but it could work for other crimes too, for example a combination of battery and murder would be stronger than just a murder.

Example: GUY1 attacks and kills GUY2 as he stands in a village, easy to combine

Example: GUY1 attacks GUY2 in a forest, GUY2 runs to a town and is killed there. A ranger could search for both clues and combine, with a bit of work if he wanted to.

Perhaps even require both the initialisation of combat scent as well as the murder itself to actually be able to track the target well, sort of a motive requirement. I'm probably thinking too much about it now and overcomplicating it.

EDIT: I slightly misread your post, but my point is still valid, just not as a counterpoint to your post.
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Re: Suggestions from a New Player

Postby Potjeh » Wed Jul 15, 2009 8:04 pm

How's this: the number of clue uses in the clue you leave when summoning and knocking out/killing people depends on how strong your case is. Ie, if you kill someone who killed just one person you'd be at a very real risk of retaliation, but killing someone who killed multiple people in a short time period (remember, clues time out) would allow you to kill with near impunity. Heck, if you've got an overwhelmingly strong case (like ten murders) you could kill him without leaving a clue at all.
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Re: Suggestions from a New Player

Postby Fcn » Wed Jul 15, 2009 8:18 pm

Another issue I have with murders and offline killing is highlighted by Laketown's raid on the Goon settlement today.

Let's say that there had been goons there, and they had defended their town. Say 4 goons died to various members of Laketown, who raided the town and then left. I do not understand the balance of then allowing any goon to now hunt down the players when they are offline to kill them, especially if it was almost a pitched-battle scenario. I can understand tracking the raiders back to their base, I can understand trying to kill them, but slaughtering them while they're offline after being bested by them in combat is really silly.
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Re: Suggestions from a New Player

Postby Potjeh » Wed Jul 15, 2009 8:35 pm

On one hand I'm inclined to say it's balanced. Only villages should be able to conduct raids on other villages, and this is where walls and patrols come in neatly. I takes quite some time to tear down a brick wall, and in a village someone is bound to notice it before it's done. A lone player with a wall, on the other hand, would be susceptible to getting murdered in retaliation while offline.

But on the other hand I feel that this could be handled better, though I'm not sure how. It could probably be based on clues too, so that a retaliatory attack would be safer than unprovoked aggression. Still, I have no idea how to handle the specifics here.
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Re: Suggestions from a New Player

Postby kobnach » Wed Jul 15, 2009 10:41 pm

Stealing items back is rarely workable. The thief probably isn't carrying them. Quite often in this game, he stole them only to deny their use to the victim, since griefers have been far more of a problem than actual thieves. If he did keep the stolen resources, he's probably hidden them somewhere. You won't be finding them on his unconscious body. Even killing the bastard (offline or on) is inadequate recourse in those cases - particularly if he's high tradition or macro-generated or both. And it would still be inadequate even if one didn't leave clues when executing such a punk.

And this gets me to vandalism - some vandalism seems execution worthy. Thus for example the bastard that drove Cogan out of the game by harvesting and dropping all his crops, emptying all his containers, and hanging around to re-empty the containers when concerned passer-byes retrieved the dropped materials and put them back. (In game terms, the container emptying was "theft", and the crop destroying was probably "vandalism" - except I believe the crime system had not yet been implemented.) That's at least as bad as aggravated assault - certainly costs more to recover from - if not quite as bad as murder. (It did drive the player out of the game, much like killing a high change character.)

I don't think we should change the possibility of appropriate retaliation for behaviours like this.
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Re: Suggestions from a New Player

Postby Fcn » Wed Jul 15, 2009 11:18 pm

See, this is my problem. The concept of the killing of an offline player as a retaliation for theft. You have a specific mindset that really doesn't work in a permadeath environment. The person who destroyed the other person's crops - yes, one could argue that killing them is an appropriate response, but it should have involved hunting them down and killing them, rather than killing a stationary target. You seem to believe that if a crime is committed they should be punished, and it must be made so by the game mechanics, not that they COULD be punished, if the thief is sloppy. That's part of the RPG aspect, there's nothing very immersive about killing someone's offline avatar. How many good stories about video games start with "So I was killing this guy while he was asleep irl.."

Now I agree, I don't believe that you shouldn't be able to kill thieves, you should be able to kill anyone at any time, and suffer the repercussions of your actions. My argument is that it is unbalanced to force summon thieves, and to a lesser extent murderers and murder them while they are not actively playing the game. It removes the skill aspect entirely and just encourages people to turtle behind brick walls.
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Re: Suggestions from a New Player

Postby kobnach » Wed Jul 15, 2009 11:34 pm

Fcn wrote:See, this is my problem. The concept of the killing of an offline player as a retaliation for theft. You have a specific mindset that really doesn't work in a permadeath environment. The person who destroyed the other person's crops - yes, one could argue that killing them is an appropriate response, but it should have involved hunting them down and killing them, rather than killing a stationary target. You seem to believe that if a crime is committed they should be punished, and it must be made so by the game mechanics, not that they COULD be punished, if the thief is sloppy. That's part of the RPG aspect, there's nothing very immersive about killing someone's offline avatar. How many good stories about video games start with "So I was killing this guy while he was asleep irl.."

Now I agree, I don't believe that you shouldn't be able to kill thieves, you should be able to kill anyone at any time, and suffer the repercussions of your actions. My argument is that it is unbalanced to force summon thieves, and to a lesser extent murderers and murder them while they are not actively playing the game. It removes the skill aspect entirely and just encourages people to turtle behind brick walls.


Why? The vandalism that drove the victim out of the game was performed while that player was offline. Why should it be OK to steal and destroy when your victim is absent, but not to murder? Remember, we're talking of sufficient destruction to drive the victim out of the game - whereas the multi-alt macroer who claimed responsibility was not driven away when various of his alts were put down.

Besides, griefers aren't role playing, whatever they may claim; they are acting out their normal real life personalities - getting their jollies by upsetting others, the more upset the better. It's an attack on the player, not the character, and should be responded to in kind.

You weren't here when griefers were working hard to make the game unplayable for everyone else - at least, you weren't here for what was very nearly their victory. The mechanics have made griefing somewhat more difficult, but only recently, and I'm sure there will be counters developed - indeed, I've seen new strategies already enacted. The devs don't choose to ban players for egregious grieving, which is what I've seen in many other games. It's excessive and immoral to hunt them down in real life and beat the stuffing out of them, not to mention illegal. Killing them while offline is a poor second to banning them, but I'm glad the devs at least give us that. And no, I have zero interest in role playing a man hunt - or more correctly a vermin extermination trip.

If it were just theft, and not too easy or safe to perform, I'd be less adamant. But it's not just theft, nor even mostly theft - at least in game terms. It's destroying other people's fun with no benefit to the in game criminal whatsoever - just benefit to the player, who apparently gets his or her rocks off by hurting and upsetting others.

[Edit: And as for turtling behind brick walls, well, if that's what the current mechanics require me to do in order to play the game that appeals to me, rather than being dragged into someone else's idea of fun-by-victimizing-others, then I'll go put some more bricks in the smelter right now :lol:]
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