New Skill: Farmer's Retreat

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

Re: New Skill: Farmer's Retreat

Postby Sotsa » Wed Oct 06, 2010 6:06 pm

I was going to delete the post above because i didn't want to get into a bigger discussion about it, but i blacked out and forgot sorry my brain does not work.
you're a real smarty pant though.
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Re: New Skill: Farmer's Retreat

Postby Chakravanti » Wed Oct 06, 2010 6:48 pm

Because it was a very good point you made that force me to think critically about the dynamics of the situation. Would have been a shame to miss your post.
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Re: New Skill: Farmer's Retreat

Postby erozaxx » Wed Oct 06, 2010 6:55 pm

Sotsa wrote:...

Chakravanti wrote:...

You both guys have very good points. I like it more than the OP and have to admit Chakravantis PoV. This way the skill will copy the RLF very closely and will bring more fun to murdering/yelling and crying for your life :)
"That is not dead which can eternal lie / And with strange aeons even death may die."

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Re: New Skill: Farmer's Retreat

Postby Sotsa » Thu Oct 07, 2010 3:12 am

Maybe this could be solved more elegantly with armor encumbrance.
if anyone is interested in discussing that i can make a thread in a day or so. (has this been discussed before?)

Edit: (if this is a 'problem' that should be solved at all.
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Re: New Skill: Farmer's Retreat

Postby Chakravanti » Thu Oct 07, 2010 8:51 am

I disagree about armor encumbrance unless hunting somehow finds leather a boost.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
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Re: New Skill: Farmer's Retreat

Postby Danno » Mon Nov 29, 2010 1:21 am

Darki wrote:Yeah Sotsa has the point here. Easy to run from fights u started What if some guy had stats right 1 point below the requirement and just took his thanes off to run :roll:

There could be an invisible cooldown on that. If you had equipment buff you up within the past minute or two, you wouldn't be able to use this skill... plus an attacker wouldn't need to panic and flee for his life. Equipping buffs after activating the skill should also negate the skill so that a duo of attackers can't abuse it to have one attacker hit the other so that the other can activate the skill. Maybe even simply having those buffing items in your inventory would negate the skill. Do you really need to fear an attacker to the extent of running with everything you've got if you have something as deadly as a gun in your pocket?
Having rage and/or murder should also disable this skill.


I think it would be fine for a defenseless farmer to have a good chance at escaping. If it worked similar to how proposed, the farmer would already have to give up so much in the game just to be able to use the skill, not to mention giving up their home and taking the risk of collapsing in the wild. It should be a maneuver so you can use the skill automatically just like those silly rabbits and chickens when you try to grab/attack them.
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Re: New Skill: Farmer's Retreat

Postby cgbnab » Tue Nov 30, 2010 12:51 am

sabinati wrote:overcomplicated imo. there should just be a "run for your life" move that can only be activated by someone who did not initiate combat.


^ This.

What's the point of running away from combat if you'll end up knocked out, minus 20 HHP, and likely still close enough for the griefer to catch up while you're knocked out? I mean, sure, two minutes of max sprint (although a bit overblown) is useful, but things like rivers and towns get in the way and make it harder to evade capture. If you're caught on the wrong piece of land, you could end up running five feet and being conveniently unconscious for the assraping that would likely occur.
burgingham wrote:More ways to get raped are always good.


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Re: New Skill: Farmer's Retreat

Postby Valnar » Tue Nov 30, 2010 1:30 am

Something like this could just be activated by putting speed on run or sprint and just running away from battle.
You could get a buff called run for you life that lasts for certain amount of time and it makes you unable to attack, but you get free sprint for that duration.
This ability would automatically trigger after the first person who starts running runs for a certain amount of time or distance and couldn't be triggered again for an hour or so.
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