JohnCarver wrote:I wish I could ease your minds in these troubling times but the honest truth is I'm not done figuring out the 'exact' mechanics of the kin-list shennanigans.
If there is too much (read 'any') risk related to being in a kin list, all the conversations will move to Discord.
JohnCarver wrote:As it stands though. Witch Hunters do indeed just wish to have the DESCRIBE of a witch. I.E. A witch will in all cases want to avoid being memorized AND suspected of WitchCraft.
That's fine. Suspicious activity shall be penalized.
Alternatively, what about to require or to value more accusations which come with a tangible proof of witchcraft.
E.g. Make witches randomly spawn a rat when just standing (at a really small rate, like 1 in 48 hours online time, with Poisson distribution), with higher chances to drop one when doing witch things. Then make a simple curse that will cause common people to drop rats sometimes. Use such a rat as a witchcraft proof. (could be a worm, a frog, a beetle, a deer tick, whatever)
JohnCarver wrote:False Accusations of course carry a decent penalty to the accuser, and all who join in on the mob.
I hope there is still a possibility to kill someone with false accusations with huge penalties to everyone involved.
JohnCarver wrote:As for Witches cursing pilgrims through the Kin List. This is partly due to the ease of 'targeting' players remotely, but I still think its reasonable that the Witch has something of yours in order to do so. Is that something as simple as a piece of clothing you touched? Or perhaps you vomited in town and they secretly scooped it up and brought it home. Either way, I still think its reasonable that players had more than a simple HS that lead them to their ill-interactions with Witches.
So soon everyone has an alt for doing things in the town. Cursing clothes will kill tailors trade.
What about being able to scoop footprints, with a small (like 1 in 500), chance to get something curseable. So a witch trying to target a person would have to track that person for a while, behaving in a weird way at that.
The idea is to make witch to put a lot of work into placing a curse while making it unavoidable if the witch is determined enough.
That would enable witches to lurk around bases and wait for an opportunity rather than focusing solely on Providence.
And finally the concept of not stepping on the lines between pavement tiles (staying on paved rather than walking on the sand) will have at least some justification.