Curiosities and player loot

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

Re: Curiosities and player loot

Postby Grog » Sun Mar 20, 2011 3:56 am

well, you somewhat have less profit, as said no lp
BUT taking the curios isnt even close to getting the old amounts of lp + the curios would else just rot away!
that also means you wont get your precious curios back from your bear/boarslayn ancestor...


so - im totally for this suggestion
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Re: Curiosities and player loot

Postby Tamalak » Sun Mar 20, 2011 4:49 am

Devs want griefing to be a bit MORE profitable than it is now I think, jorb was talking about wanting to implement hearthling skulls as curiosities but he was afraid of exploits.

+1 to curiosities being lootable.
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Re: Curiosities and player loot

Postby TeckXKnight » Sun Mar 20, 2011 5:06 am

Tamalak wrote:Devs want griefing to be a bit MORE profitable than it is now I think, jorb was talking about wanting to implement hearthling skulls as curiosities but he was afraid of exploits.

+1 to curiosities being lootable.

I think he was shying away from that idea due to the scariness factor.
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Re: Curiosities and player loot

Postby ImpalerWrG » Sun Mar 20, 2011 5:15 am

gadien wrote:I thought one of the reasons why devs decided to go to this new system was to make grifing less profitable...


:roll: Griefing is BY DEFINITION killing/harrassing for the propose of causing Grief to others, not persoanl gain. Killing for Loot is not Griefing it is simply PK, Banditry, Highwayman, Thugery etc etc. Don't debase the term Griefing by applying it inapropriatly.
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Re: Curiosities and player loot

Postby Kiwi » Sun Mar 20, 2011 5:20 am

Tamalak wrote:Devs want griefing to be a bit MORE profitable than it is now I think, jorb was talking about wanting to implement hearthling skulls as curiosities but he was afraid of exploits.

+1 to curiosities being lootable.

This would work, but the LP gained would need to be based on a % of their total LP.
This might stop spawning an alt and then killing it.
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Re: Curiosities and player loot

Postby gadien » Sun Mar 20, 2011 5:30 am

ImpalerWrG wrote:
gadien wrote:I thought one of the reasons why devs decided to go to this new system was to make grifing less profitable...


:roll: Griefing is BY DEFINITION killing/harrassing for the propose of causing Grief to others, not persoanl gain. Killing for Loot is not Griefing it is simply PK, Banditry, Highwayman, Thugery etc etc. Don't debase the term Griefing by applying it inapropriatly.


Not debating the definition. I'm only playing this game because grifing is possible.
All comments are strictly my own personal view and should not reflect the views or opinions of Narshe as a whole

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Re: Curiosities and player loot

Postby rozn » Sun Mar 20, 2011 5:42 am

Yes this way you don't lost those rare curiosities.
Certainly, in taking revenge, a man is but even with his enemy; but in passing it over, he is superior; for it is a prince’s part to pardon. - A wise friend.
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Re: Curiosities and player loot

Postby jorb » Sun Mar 20, 2011 5:44 am

Yupp. Should definitely be possible.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Curiosities and player loot

Postby Grog » Sun Mar 20, 2011 5:47 am

Auftrag erkannt?! :mrgreen:
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Re: Curiosities and player loot

Postby brayan » Sun Mar 20, 2011 6:04 am

Maybe the shocked frog/jackalope would spawn on the ground, and you'd have to catch them again (It would be a 100% chance of it still being a shocked frog/jackalope when you pick it up), if the body is looted/decays?

If I were a frog, or a mutant bunny, and some asshole picked me up and stored me in his head, or in between his ass cheeks or wherever, you can bet your ass I'd be hopping away the moment he keels over. Especially if someone with a hairier ass, and the ability to kill someone wants to pick me up.
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