Game Development: Crime & Punishment

Announcements about major changes in Haven & Hearth.
shockedfrog
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Re: Game Development: Crime & Punishment

Post by shockedfrog »

Newbies are generally unlikely to have stuff that's worth the risk of stealing in the first place. If they do obtain stuff worth stealing, then they have to accept the risks of having it. As for experienced players, they have great risks too. A smart player has to consider everything, otherwise they'll end up finding that guy who stole their steel only to end up ambushed by his gang.
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eql
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Re: Game Development: Crime & Punishment

Post by eql »

[quote="jorb"][quote="sami1337"]You should not be able to be summoned with a simple trespass scent. But i guess i can live with this.[/quote]

You can't be summoned with a simple trespass scent. :) -- Theft, Battery and Murder scents work atm. Theft might fall of that list.[/quote]
theft should fall off that list.
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hitoshirenu
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Re: Game Development: Crime & Punishment

Post by hitoshirenu »

Depends on the degree of theft. I believe after a certain number of thefts (3+), or stealing certain items (chests, steel, etc.) should be taken more seriously. You wouldn't get put in jail from stealing a pack of gum, but grand theft auto is a different matter. Only makes sense.
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RaptorJedi
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Re: Game Development: Crime & Punishment

Post by RaptorJedi »

I just thought of a third skill that could work with this. Healing. When someone has been murdered, someone with a high enough healing skill could use something that could be found with the murder clue to revive the dead player, possibly with less of a penalty than resurrecting when creating a new character. If anyone could afford the services of a healer, they could be brought back with some of their stuff still intact. Maybe even have it so that some of the payment for being brought back is the person who does it gets some of your Learning Points. And maybe with a high healing level you would gain the option to destroy someones chance at being revived this way, forcing them to resurrect normally.
shockedfrog
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Re: Game Development: Crime & Punishment

Post by shockedfrog »

I think that dead people should remain dead.
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Ferinex
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Re: Game Development: Crime & Punishment

Post by Ferinex »

[quote="hitoshirenu"]Depends on the degree of theft. I believe after a certain number of thefts (3+), or stealing certain items (chests, steel, etc.) should be taken more seriously. You wouldn't get put in jail from stealing a pack of gum, but grand theft auto is a different matter. Only makes sense.[/quote]

You could always wall in their hearth fire even if you can't summon them. That is perhaps worse than death, because you would have to make an entirely new character with starting stats.
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sami1337
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Re: Game Development: Crime & Punishment

Post by sami1337 »

[quote="Ferinex"][quote="hitoshirenu"]Depends on the degree of theft. I believe after a certain number of thefts (3+), or stealing certain items (chests, steel, etc.) should be taken more seriously. You wouldn't get put in jail from stealing a pack of gum, but grand theft auto is a different matter. Only makes sense.[/quote]

You could always wall in their hearth fire even if you can't summon them. That is perhaps worse than death, because you would have to make an entirely new character with starting stats.[/quote]

Claim is your friend.
shockedfrog
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Re: Game Development: Crime & Punishment

Post by shockedfrog »

You can always wall in their claim. :) That's why I feel being able to destroy stuff is more important, though being able to spawn at the RoB will work as a temporary measure for people who just care about the freedom and not about being able to access their stuff.
Malicus
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Re: Game Development: Crime & Punishment

Post by Malicus »

If you investigate a clue object on property that you are trespassing on, does this count as further trespassing, theft, or neither? *doesn't exactly want to test this himself*
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Ferinex
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Re: Game Development: Crime & Punishment

Post by Ferinex »

[quote="shockedfrog"]You can always wall in their claim. :) That's why I feel being able to destroy stuff is more important, though being able to spawn at the RoB will work as a temporary measure for people who just care about the freedom and not about being able to access their stuff.[/quote]


Now that I think about it, you could claim or wall off the RoB couldn't you? :P Or even put something right on the spawn point so all of the newbs gets stuck.

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