LPs for a murder

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

Re: LPs for a murder

Postby OvShit » Fri Feb 25, 2011 6:58 pm

By the way, as sabinati said, people are the most dangerous game. But we can have meat, hides and bones even from rabbits - so why are people left to decay?
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Re: LPs for a murder

Postby Potjeh » Fri Feb 25, 2011 9:06 pm

Killing didn't give LP before, and yet people were murdering as much as they do now.
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Re: LPs for a murder

Postby dra6o0n » Sat Feb 26, 2011 1:56 am

Potjeh wrote:Killing didn't give LP before, and yet people were murdering as much as they do now.

I think we might be wrong about murder in general. Killing isn't about LP gain, that would be a side effect of it, it would be about "removing the competition".
Obviously, murderers find that both eliminating players, and reaping rewards, benefits them enough as it is, which is why it thrives.

That and humans/peoples don't like/trust each other in the first place.

This game isn't region locked, thus culture clash and different beliefs will run rampant, which fuels violence.
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Re: LPs for a murder

Postby Jackard » Sat Feb 26, 2011 2:03 am

novaalpha wrote:killing of criminals (after they were summoned) should not leave scents.

wrong. "god" doesnt care why you killed him, only that you did

dra6o0n wrote:This is why karma of any sorts should be used as a gauge between killers and pacifists. Mass Murdering in chains will net you additional % of LP, but will increase the time on the murder scents and the rewards others will have in killing you. If your karma drops to some extent, your killer will not get a murder scent for killing you. This rewards killing, but also provides a MUCH bigger risk behind it. Hmm, this might turn into "bounty hunting" kind of thing if you think about it, and it's not rewarding to kill innocent people now.

You didn't really think this through. To give one example of how such a system is broken, what about players that spawn fresh alts to spy on a raid?
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Re: LPs for a murder

Postby novaalpha » Sat Feb 26, 2011 2:34 am

Jackard wrote:wrong. "god" doesnt care why you killed him, only that you did


So 'god' defined a set of actions that are 'crime' and produce scents, and yet made them punishable only by the same 'crime'?

I call bullshit on your god.
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Re: LPs for a murder

Postby Jackard » Sat Feb 26, 2011 2:42 am

god is neither loving nor kind
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Re: LPs for a murder

Postby shadowchris » Sat Feb 26, 2011 6:56 am

pyrale wrote:
SeanPan wrote:Rather than ask, why kill, ask yourself this: why not? What particular insight or knowledge would have been gained by allowing this particular motile body of flesh to continue its miserable bedraggled existence? What particular grand idea or spectacular achievement would they have wrought if they were not curtailed by the edge of your blade? Or, if spiritually motivated, would not the same forces that suggest that you spare his pathetic neck also have brought you into the power to accomplish this end? Surely if there was some all powerful divine force, then it also must have demanded this position, and your dominance. Who do you think God really favors in the web? The spider, or the fly?

You get LP for such insights brought about by repeated stabbings. This is also why in FF games, you get coins for killing rabbits.

Just a precision about the topic : I'm not really interested in roleplaying explanations. Wether you roleplay a carebear or a psychopath doesn't justify (or discards) this game mechanism, and one will always find a role to suit his gameplay.

So everyone who isn't a psyhco is a farmville loving gamer? You know, there are people here that love drama. That means they are psycho? I'm not saying that there aren't people that arebagainst raiders. However, people who rage quit and expect devs to come to the rescue and take care of the raider. A lot of people don't realize that its hard to adapt to a sandbox game that strongly encourages permanent death and different kindds of insubordination. But mods can't hold your hand especially some come out to be assholes in care bears opinion.
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Re: LPs for a murder

Postby pyrale » Sat Feb 26, 2011 9:43 am

shadowchris wrote:So everyone who isn't a psyhco is a farmville loving gamer? You know, there are people here that love drama. That means they are psycho? I'm not saying that there aren't people that arebagainst raiders. However, people who rage quit and expect devs to come to the rescue and take care of the raider. A lot of people don't realize that its hard to adapt to a sandbox game that strongly encourages permanent death and different kindds of insubordination. But mods can't hold your hand especially some come out to be assholes in care bears opinion.

I think you misread my post, as well as the topic's subject. You should maybe give it a second try.
Potjeh wrote:Killing didn't give LP before, and yet people were murdering as much as they do now.

But the, what is the reason behind adding LPs to killing ?
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Re: LPs for a murder

Postby Tonkyhonk » Sat Feb 26, 2011 10:40 am

novaalpha wrote:
Jackard wrote:wrong. "god" doesnt care why you killed him, only that you did


So 'god' defined a set of actions that are 'crime' and produce scents, and yet made them punishable only by the same 'crime'?

I call bullshit on your god.

does your god approve you of killing anyone for certain reasons?
as for crimes and scents, imo, God only helped us with the system for the game to make it fun.
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Re: LPs for a murder

Postby Dataslycer » Sat Feb 26, 2011 10:45 am

I don't think it is pinpointed to a single reason and I don't have a strong guess either, here are a few details to let you draw your conclusion though.

1. LP is an incentive for killing though not strictly the reason. Raider find it more of a reason to off people with lower combat skill or form gank squads to "farm noobs". Rangers have an incentive to go out and track criminals with LP as compensation for time spent. Mind you that the LP gain from hunting for human prey/criminal is not as high if you are strictly getting LP from the mission unless you do other things on route like killing animals. The exception is a highly dangerous character with a large LP gain.

2. LP from killing is a way to gauge how dangerous of a character that you have killed. Killing someone that nets you 750k LP is a lot more merit than killing a hermit for 2500 LP and a partial indiction of a faction's strength based on the death of a soldier or how dangerous was that criminal that you just killed. Pretty much to see if you killed a low-grade player like Darwoth or fell a high level grinder like Nepjunoue.
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