Karma Meters.

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

Re: Karma Meters.

Postby Oddity » Sun Feb 13, 2011 2:12 am

u sad?
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Karma Meters.

Postby dra6o0n » Sun Feb 13, 2011 2:36 am

rye130 wrote:That's how it's supposed to work. No one should be invincible and no one is.

Except somehow there are "certain" people are close enough to be what you would call "invincibility".
What they do is kill off all that are capable of growing similar in power, and those who just grows.

Fighting with just pure numbers isn't at all possible, because of the huge LP needed to get rage then murder, and Rangering. And the LP needed to boost yourself to be skilled enough to kill your target.

Once someone powerful reaches the top of the world, they'll want to secure it. Simple as that. At that point, they'll cut down anyone who gets in their way, or even bats a eyelid at them.

If you cut off a tree, it'll still grow, if you pull the roots, nothing will grow.

That's how this world 4 is getting to, having the majority of murderers and griefers being more organized in their purpose to kill the rest of the world, gaining benefits and preventing others from overthrowing them.

Yeah, scents exist, but it's not at all helpful in delivering justice, as that's another different mechanic. You could have organizations with huge fortresses and having hearthfire in mansions... Sure as hell you can simply waltz in there and take them out...

Once a action can be organized, it can spew out of control, which is why world 4 has a lot of killings running rampant.

It's no different than organized crime like Mafia and such, except they rule and overpower by fear and death in a more primitive way.

Legit and new players leaves, and more or less aggressive players joins and changes up the community.
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Re: Karma Meters.

Postby Pictor » Sun Feb 13, 2011 10:27 pm

This is.. not an easy to solve problem. I've agonized over it myself with my own designs for countless hours.

Theoretically, once the game gets dense enough the problem solves itself; You get people banding together in large enough groups to deal with enemies, and you get into warfare because lone criminals just get hunted down and killed. Until that point, things are.. well, they're complicated.

If I were to give a solution in a sentence, it'd be to buff stealth, nerf palisades, and don't leave scents on retribution. It's easy to say that HnH is a game of consequences, but I find that a little hard to swallow when you consider that, so long as you have a solid wall around you, leaving scents is of no consequence. Drying times make battering rams effectively useless, and if they weren't, enforcing the law would carry the same risks as being a criminal.

Of course, as it stands, there is no natural law. You kill, you leave a scent. People can trace that scent and kill you. And maybe that's how it should be. But murder should probably be harder to get away with than it currently is.
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Re: Karma Meters.

Postby Oddity » Sun Feb 13, 2011 10:36 pm

Pictor wrote:nerf palisades

I don't know about that, but we need a siege mechanic besides "camp a ram for 24 hours", because if you can't wall it in and the people who live there aren't super-casuals -- or at least, aren't dumb enough to use their mains to go out to destroy the ram -- then you're not going to get into their place. And whoever committed the crime is going to get away scot free (unless you catch the perp out hunting or something).
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Karma Meters.

Postby Grelf » Sun Feb 13, 2011 11:21 pm

Oddity wrote:
Pictor wrote:nerf palisades

I don't know about that, but we need a siege mechanic besides "camp a ram for 24 hours", because if you can't wall it in and the people who live there aren't super-casuals -- or at least, aren't dumb enough to use their mains to go out to destroy the ram -- then you're not going to get into their place. And whoever committed the crime is going to get away scot free (unless you catch the perp out hunting or something).

How about trebuchets? :P
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Re: Karma Meters.

Postby Sotsa » Sun Feb 13, 2011 11:22 pm

crimes have consequences. they're called scents.
even if the perp has a nice setup that makes his HF secure, scents can also be tracked to the perp when he's online, which gives other players the chance to get the drop on him when he's doing shit outside his place. it also lets them choose when to attack, as they can track him, but not him they.

You're just a babby.

And it's surprising how easily some forts can be broken by social engineering. ;)
Before you take insult to this post, keep in mind that I am simply a warrior of truth.
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Re: Karma Meters.

Postby LimaZulu » Sun Feb 13, 2011 11:23 pm

Grelf wrote:
Oddity wrote:
Pictor wrote:nerf palisades

I don't know about that, but we need a siege mechanic besides "camp a ram for 24 hours", because if you can't wall it in and the people who live there aren't super-casuals -- or at least, aren't dumb enough to use their mains to go out to destroy the ram -- then you're not going to get into their place. And whoever committed the crime is going to get away scot free (unless you catch the perp out hunting or something).

How about trebuchets? :P


How about saltpeter and guano?
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Re: Karma Meters.

Postby dra6o0n » Mon Feb 14, 2011 7:00 am

How about Karma affects your "image" as a character.

The worse your karma, the more evil aura glow you see around a character.
The better, you can see a faint white glow around him.

Think about it, you can tell apart a killer and a innocent person because of certain aspects, so why not make it so Karma makes it obvious you are evil or good natured?

How it works:
It caters to barbarism and civilization users, with gain and loss on karma based on that configuration.

What does karma affects:

Bonus LP gained in view between combat and non-combat.

Code: Select all
Combat / Non-Combat
50% 25% 0% 25% 50%


Non-Combat Karma bonus gives you more LP for non-combat related activities but it doesn't stack or multiply with other bonuses.
So a full change and full peaceful won't multiply it by a %, it gives you a additional LP based on the base LP gain of that activity (say with 100% LP and getting 100, well a full karma bonus to that activity is 50LP added on top of the 100).

Since karma can't be controlled fully, here's how the barbarianism and civilization bars work with it:

Combat gets higher Karma gain and lesser Karma loss if you go full Barbarianism.
Non-Combat gets higher Karma gain and lesser Karma loss if you go full Civilization.

Then to add upon this idea, have items that can be crafted and assists in hiding or disguising karma by giving you a fixed "false" karma look, but doesn't work once that karma hits full on one end and the item is the opposite of it. You could wear a saint robe and have full evil aura, but the aura still shows because you have "too much evil aura".
Like a clothing that makes you look like a saint. Clothing that looks like a murderer. Clothing that is near and normal. These are worn as robes.
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Re: Karma Meters.

Postby Jackard » Mon Feb 14, 2011 7:15 am

Do you seriously have such a black and white view of the world?

Also, do you realize that currently only Barb has any real mechanical benefit?
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Re: Karma Meters.

Postby Potjeh » Mon Feb 14, 2011 11:58 am

Hearthlings should only glow if they've been around a radiation source (cave bulbs are totally radioactive).
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