Prelude: World 16.1

Announcements about major changes in Haven & Hearth.
animary
Posts: 442
Joined: Wed Feb 23, 2011 4:05 am
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Re: Prelude: World 16.1

Post by animary »

"The combat mechanics are simple as hell ..."

There's an old saying, "anything is easy once you know how". Combat in this game is not intuitive; it is less about weapons and armor than about instantly deciding what attack to use against what opening, or what defensive move against what attack. Some players adapt well to this, some do not.

But my complaints regarding PvP are not about the arcane mechanics but about the rampant unprovoked violence which deters many from this game. The attitude of "Look! There's a player outside their pali. Let's kill them!" The fact that most markets and public wells will be destroyed within a few weeks of opening "because it's fun". The perpetrators of these acts care nothing for other players, only for their own sadistic satisfaction in death and destruction. And this group is one of the most vocal in the game, constantly denouncing any who do not support their scorched earth style of play.

The argument that anyone can learn combat is true. But not everyone wants to devote a major part of their game time to becoming combat proficient at the expense of building their farms, villages, or markets. And not everyone is interested in a hack-and-slash game.
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Schwarzvald
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Re: Prelude: World 16.1

Post by Schwarzvald »

If leaving PvP as it is then rework criminal acts.

The mechanics already exist they just need tweaking.

Make it so when your character commits a crime they always persist in game and can never log out, only sleep in a bed or otherwise be left standing there, and when they commit an act of murder itself they become “red handed”, with it never expiring, limiting their ability to utilize fast travel. Permanently.

Murder shouldn’t just be a toggle you turn on and off, if you spec into it and utilize it this is the trade off.

There’s no risk for the village-fed max gear PvPer vs hermits or casuals as is. It’s a mechanical skill issue, so add a mechanical inconvenience for engaging in it. You can choose to have a permanent status over a few hermits, or not.

This will also make Nidbanes relevant because you can’t just disappear after committing crimes. Make it so only one scent can summon a single Nidbane to attack the offender, otherwise have it block the attempt “Nidbane has already been summoned”. Have Nidbane attack the target on sight whether logged in or not.

Rework Kingdoms and Realms so that PvP can happen near them lawfully. When challenging a claim the area around it becomes a lawful PvP zone with no scents for criminal acts punishing players.
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SnuggleSnail
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Re: Prelude: World 16.1

Post by SnuggleSnail »

I'll be thinking about that post 4 hours into 16.1 when I get rage and start genociding hermits
god I hate them so much
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Thuzzy
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Re: Prelude: World 16.1

Post by Thuzzy »

Schwarzvald wrote: Make it so when your character commits a crime they always persist in game and can never log out, only sleep in a bed or otherwise be left standing there
This is already the case, you should avoid making suggestions regarding pvp/criminal acts without first familiarizing yourself with the existing mechanics.
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Halbertz
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Re: Prelude: World 16.1

Post by Halbertz »

Imagine wasting time reading that to find out stuff that is obvious without reading that. Some might call it guilt by association. I called it pattern recognition.
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scouter1
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Re: Prelude: World 16.1

Post by scouter1 »

Thuzzy wrote:
Schwarzvald wrote: Make it so when your character commits a crime they always persist in game and can never log out, only sleep in a bed or otherwise be left standing there
This is already the case, you should avoid making suggestions regarding pvp/criminal acts without first familiarizing yourself with the existing mechanics.
as I wrote somewhere, talking with snail about pvp is pointless
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The same was in the beginning with Jorbtar.
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zuhurat83
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Re: Prelude: World 16.1

Post by zuhurat83 »

Forget about 16.1 and fix this first. Atrocious stuff.
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losexd
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Re: Prelude: World 16.1

Post by losexd »

zuhurat83 wrote:Forget about 16.1 and fix this first. Atrocious stuff.
dont be lazy bro, just make another moundbed :| its working as intended ¦]

w3 - AD
w6 - Shamanizma, LS Dragons Reach, AD
w7 - LS Old Monkey, AD
w10 - Shamanizma
w12 - North Star, LS Midgard Island
W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
W16 - Balls Bay, Will Consider, ???


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YellowGhostoMain
Posts: 34
Joined: Wed Dec 06, 2023 9:32 pm

Re: Prelude: World 16.1

Post by YellowGhostoMain »

SnuggleSnail wrote:ngl you nerds are making me feel a bit dissonant

On the one hand I believe haven PVP's skill cap is pretty low. Somebody with their monitor turned on should be able to be competitive in 1-2 days of practice.

On the other hand, I know for certain I could 3v10 anybody here saying PVP is no skill with equal stats and gear EASILY
I actually like your content, make a PVP guide if you stand by these words, for the good of the game right?
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randomtelelocxyz
Posts: 16
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Re: Prelude: World 16.1

Post by randomtelelocxyz »

SnuggleSnail wrote:ngl you nerds are making me feel a bit dissonant

On the one hand I believe haven PVP's skill cap is pretty low. Somebody with their monitor turned on should be able to be competitive in 1-2 days of practice.

On the other hand, I know for certain I could 3v10 anybody here saying PVP is no skill with equal stats and gear EASILY
you cold 3v10 anybody with 2buttons, but you will nevah could 2v2/3v3 arena on high rating when you need to use 70-80 keybinds with focus/arena/party/pet targets, watching player cooldowns/enemy casts, track cd of trinkets to apply good cc etc. congratulations you won downsyndrome what a shame what a shame. big regrets small penis
there is no skill to run on 4th speed/drink and calling it skill, in real games pvp doesnt exist in such stupid way

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