Hunting Parties - no scents

Forum for suggesting changes to Salem.

Hunting Parties - no scents

Postby RonPaulFTW » Sat Aug 09, 2014 4:47 pm

With the buff to bears and rumors about wolf packs - we are on the track towards encouraging hunting in groups.

However, when hunting in groups its very easy to accidentally hit another of your party and thus leave battery scents. Thus I run a huge risk of being later summon killed either by a "friend" or even because random passerby collected the scents and later used them on me. This is a major disincentive.

We should be able to hunt in packs without fear of reprisal thus I propose a new mechanic called a "hunting party".

While in a hunting party, battery against fellow hunting party members does not leave scents. Murder, trespassing, larceny all still leave scents.

This also would allow impromptu fight clubs all over the place - albeit with the risk that your "friend" murders you at the end of the fight.
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Re: Hunting Parties - no scents

Postby Kandarim » Sat Aug 09, 2014 5:07 pm

I agree something like this is required, but I propose to nerf it for pvp: make it so people in a hunting party cannot damage players at all (but CAN be damaged by players outside of the hunting group). I like current group fights which enforce concentration because it's easy to hit your own side.
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Re: Hunting Parties - no scents

Postby RonPaulFTW » Sat Aug 09, 2014 5:43 pm

Kandarim wrote:I agree something like this is required, but I propose to nerf it for pvp: make it so people in a hunting party cannot damage players at all (but CAN be damaged by players outside of the hunting group). I like current group fights which enforce concentration because it's easy to hit your own side.


True good point. When intentionally fighting other people - you should be at risk of collateral damage to people in your group.
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Re: Hunting Parties - no scents

Postby neored9 » Sat Aug 09, 2014 5:43 pm

They should also add a cash shop option to remove permadeath from your character, right?
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Re: Hunting Parties - no scents

Postby Feone » Sat Aug 09, 2014 6:24 pm

neored9 wrote:They should also add a cash shop option to remove permadeath from your character, right?


That's just an idiotic reply.

It has nothing to do with this. I think it's reasonable that battery won't be considered a crime between two consenting parties. What part of it is a crime if both players involved think it's not? By your reasoning taking from your own boxes should leave larceny scents too. Afterall, consent of the owner is irrelevant, right?
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Re: Hunting Parties - no scents

Postby JohnCarver » Sat Aug 09, 2014 6:25 pm

The problem I have with this suggestion is you are trying to mitigate battery not assault. Battery would only take place when a player is KO'd not receives damage. Therefore, you want a safeguard that helps prevent the group who is so uncoordinated that they cannot simply tell each other "OFF OFF OFF 1 HIT LEFT". or some other quick chat or protocol for their hunting party that would signal one player is within 1-shot range. If we intended on programming Animal AI that was hugely dynamic in how to tackle multiple players vs. 1 then I would agree this might be a nice thing. Since animals essentially get steam-rolled when presented with more than one target in a lot of situations I feel that forcing that party to learn not to kill themselves is acceptable.
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Re: Hunting Parties - no scents

Postby Feone » Sat Aug 09, 2014 6:26 pm

JohnCarver wrote:The problem I have with this suggestion is you are trying to mitigate battery not assault. Battery would only take place when a player is KO'd not receives damage. Therefore, you want a safeguard that helps prevent the group who is so uncoordinated that they cannot simply tell each other "OFF OFF OFF 1 HIT LEFT". or some other quick chat or protocol for their hunting party that would signal one player is within 1-shot range. If we intended on programming Animal AI that was hugely dynamic in how to tackle multiple players vs. 1 then I would agree this might be a nice thing. Since animals essentially get steam-rolled when presented with more than one target in a lot of situations I feel that forcing that party to learn not to kill themselves is acceptable.


I don't think collateral damage is much of an issue. The leaving scents is though, why should teamwork put characters at risk when neither party considers the occasional friendly fire a crime?
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Re: Hunting Parties - no scents

Postby neored9 » Sat Aug 09, 2014 6:33 pm

Feone wrote:
neored9 wrote:They should also add a cash shop option to remove permadeath from your character, right?


That's just an idiotic reply.

It has nothing to do with this. I think it's reasonable that battery won't be considered a crime between two consenting parties. What part of it is a crime if both players involved think it's not? By your reasoning taking from your own boxes should leave larceny scents too. Afterall, consent of the owner is irrelevant, right?



It is not. It is hyperbole if you're familiar with the concept, though unlikely.

Though admittedly it isn't directly related, the core idea presented is the carebearifaction of Salem and rewarding noobish behavior should not be encouraged.
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Re: Hunting Parties - no scents

Postby Feone » Sat Aug 09, 2014 6:39 pm

neored9 wrote:
Feone wrote:
neored9 wrote:They should also add a cash shop option to remove permadeath from your character, right?


That's just an idiotic reply.

It has nothing to do with this. I think it's reasonable that battery won't be considered a crime between two consenting parties. What part of it is a crime if both players involved think it's not? By your reasoning taking from your own boxes should leave larceny scents too. Afterall, consent of the owner is irrelevant, right?



It is not. It is hyperbole if you're familiar with the concept, though unlikely.

Though admittedly it isn't directly related, the core idea presented is the carebearifaction of Salem and rewarding noobish behavior should not be encouraged.


Just removing scents won't make it any easier, if they punch eachother instead of their target they'll go KO quick enough. Scents are there to allow hunting criminals, not to punish people who can't properly aim their combat moves while hunting.
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Re: Hunting Parties - no scents

Postby JohnCarver » Sat Aug 09, 2014 6:41 pm

Feone wrote:
I don't think collateral damage is much of an issue. The leaving scents is though, why should teamwork put characters at risk when neither party considers the occasional friendly fire a crime?


Because Salem is a dangerous place. Because manslaughter is still a crime even if you don't mean to kill somebody. Because I dont like mechanics that help players not do what they could simply not do with better coordination and teamwork in the first place. Being lazy and wanting to spam attacks without fear of who else it hits or what other scent you leave is not a direction I want to go. If you don't want to leave scents, make a hunting party system where you ensure you don't shoot each other. Similar to real world hunting, where bullets don't deflect or otherwise provide limited consequences when you shoot your partner.
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