There is validity to this statement, but it isn't 100% true. You could simply just avoid people. Obscurity is the first line of defense in the hearthlands.SlamBliss wrote:Yeah, but H&H pretty much has a system built entirely around griefing. There is no way to play a noncombat character unless you have a whole bunch of combat capable friends.naosnule wrote: You mean any MMO sandbox is a griefer paradise?
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AnnaC
- Posts: 853
- Joined: Wed Jun 23, 2010 6:15 pm
Re: To The Broholm Scrubs
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: To The Broholm Scrubs
It is exactly what makes the game unappealing now. That plus the fact that it is not only possible, but also way more rewarding to choose an agressive playstyle.
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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: To The Broholm Scrubs
That's really how it should be imo. It should just be possible to siege towns so that if the strongest faction is a peacekeeping faction they can do something about random thieves and griefers.Weekly_Epic_Fail wrote:mainly through the system entirely player enforced and not too much to balance things should the strongest faction be griefers.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Dorky
- Posts: 16
- Joined: Sat Jun 01, 2013 2:30 am
Re: To The Broholm Scrubs
I have yet to see a peacekeeping faction. It just doesn't naturally evolve in this game (the DIs preace grid seemed rather shortlived and didn't get much love from what I gathered on the forum). They'd probably have to change the game mechanics - not just how sieging works - to actually make the protection of others interesting.
Also... you can very well enjoy the peaceful aspects of the game without being in a big faction. Don't leave your walls much and maximize the effort it takes for others to find and raid your place. Foraging and hunting are the only truly dangerous tasks and you can skip them completely if you wish to do so. It's a bit sad since they are very rewarding (LPs and FEPs) but safety should come first. And if you really want to you can always make an alt for these tasks. If he dies you just make another. At some point they're not too costly anymore.
Also... you can very well enjoy the peaceful aspects of the game without being in a big faction. Don't leave your walls much and maximize the effort it takes for others to find and raid your place. Foraging and hunting are the only truly dangerous tasks and you can skip them completely if you wish to do so. It's a bit sad since they are very rewarding (LPs and FEPs) but safety should come first. And if you really want to you can always make an alt for these tasks. If he dies you just make another. At some point they're not too costly anymore.
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: To The Broholm Scrubs
That is just not true. The game just attracts a certain kind of people at this point due to an unbalance in mechanics.Dorky wrote:I have yet to see a peacekeeping faction. It just doesn't naturally evolve in this game
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SlamBliss
- Posts: 61
- Joined: Sun Apr 18, 2010 9:33 am
Re: To The Broholm Scrubs
Dorky wrote:Don't leave your walls much and maximize the effort it takes for others to find and raid your place.

Not even the poor hermits who stay inside of the palisades are safe from cuntery.
This poor guy probably would have survived if he went back inside, but I assume he was talking to his assailant.
Edit: I'd also like to point out how silly a system is where someone can 360noscopetrickshot throw a rock up in the air over a fence killing someone with the same ease as shooting a target in the open.

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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: To The Broholm Scrubs
The only reason it was so short lived was because people came down to it, killed people in it, then hid in a vault for 8 days straight till their murder scents were gone. If it were possible to siege brickwalls, it wouldn't of been an issue.Dorky wrote:I have yet to see a peacekeeping faction. It just doesn't naturally evolve in this game (the DIs preace grid seemed rather shortlived and didn't get much love from what I gathered on the forum). They'd probably have to change the game mechanics - not just how sieging works - to actually make the protection of others interesting.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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NaoWhut
- Posts: 4852
- Joined: Sun Aug 30, 2009 11:55 pm
- Location: |.
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Dorky
- Posts: 16
- Joined: Sat Jun 01, 2013 2:30 am
Re: To The Broholm Scrubs
Is it just not true because you don't want it to be true? The griefing issue will always remain due to the nature of the game. How would you solve the issue of people making alts and occupying a certain spot amongst other things. There will always be means of punishment in the game and they open up a moral dilemma of how to use them. And it would seem they inevitably work in favour of the more aggressive players.burgingham wrote:That is just not true [that peacekeeping factions don't evolve in the game]. The game just attracts a certain kind of people at this point due to an unbalance in mechanics.
I don't like the giant archery range either, along with the fact that you can just shoot through any obstacle. Even how archery works in general. It seems pretty borked, just good for hunting and griefing newbies.SlamBliss wrote:Not even the poor hermits who stay inside of the palisades are safe from cuntery.
This poor guy probably would have survived if he went back inside, but I assume he was talking to his assailant.
Edit: I'd also like to point out how silly a system is where someone can 360noscopetrickshot throw a rock up in the air over a fence killing someone with the same ease as shooting a target in the open.
The hermit only has to blame himself though. He was too trustworthy or afking outisde - both of which are things you should never do on haven. Sure, maybe he didn't expect things like that but a simple look through the forums would have made it pretty obvious to him that that's how things work here (sadly). Also his place doesn't exactly have good defenses as I picture them.
They would have gotten bored of it sooner or later anyway. The market seemed less and less interesting the longer it existed as well. And once it got screwed due to some kind of internal treachery (as I recall) they didn't bother setting it up again. If you play police you should at least get something back other than "a heartwarming feeling". Because apparently that isn't enough of a reward to establish permanent peace zones. If it would be then the world in haven wouldn't be so rough.bmjclark wrote:The only reason it [= Dis peace gird] was so short lived was because people came down to it, killed people in it, then hid in a vault for 8 days straight till their murder scents were gone. If it were possible to siege brickwalls, it wouldn't of been an issue.
Can't say anything about World 1 - 4 since I didn't play back then. It would seem that World 1 - 3 were special though in the sense that the game was still actively developed and the community was tightknit and still discovering what they can do with the game mechanics. Now it's all grey routine and griefy in any case.NaoWhut wrote:Xanadu of World 1/2 was a peacekeeping faction
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: To The Broholm Scrubs
Why? That is all just a question of proper balancing. Same goes for the alt thing.Dorky wrote:There will always be means of punishment in the game and they open up a moral dilemma of how to use them. And it would seem they inevitably work in favour of the more aggressive players.

