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Hamlet House

My suggestion is about protection against griefers in DST, by introducing Hamlet style houses or space to game.

This idea is not new. The mod that does similar things has already exist, like this one https://steamcommunity.com/sharedfiles/filedetails/?id=523209309. But since Hamlet's houses introduce similar mechanism, why not just bring it to DST. it doesn't seem to be too hard to implement, just keep those house/island in dark on map.

To make the idea seem more concrete, we can imagine pk be the landlord (or his wife/daughter), who will have to be paid to in a timely matter, or otherwise houses will be taken away or taken down. (You get the general idea)

The benefit is obvious:

Griefer, griefer, griefer, this suggestion is all about how to protect yourself from griefers. I understand griefing is part of the gameplay, so my suggestion doesn’t aim to remove it completely, but to prevent catasphic griefing that makes rebuilding a base or game proceeding impossible. 

House will be a place to keep personal items / structures safe. Houses should require authorization upon entrance, which provides safety. No one can steal from you, no one can burn anything inside it or burnt the house itself.

There is an alternative model: anyone can enter your house, but no one can hammer/burn your structure or open your chests. They could just come in visit your house and use science in it, and enjoy its beautiful presence (decorations). (Have you seen those players who just discovered your base and decided to censor all your chests, after a series of chest lip opening sound, he stopped at a chest and discovered something interesting and just took it?)

Existing gameplays should not be affected by too much:

- Houses have hp and can suffer from 2 levels of damage.

  • One is broken, which has a blocked entrance, people inside it will be forced out, no one can enter it after it's broken. This kind of damage can be caused by mobs with normal attacks, such as spiders, hounds, tree guards, Goose. Those mobs can't damage the house beyond lvl1 damage because the their form of attack.
  • lvl2 is ruined. Ruined houses are heavily damaged, structures inside it gets the same effect of being hammered, items stored inside its chests or laying on house floors will drop out on the ground. This kind of damage can be caused by deerclops, bearger, antlion's earthquake attack, meteor showers, etc. you get the general idea.

- Houses are relatively hard to get, it's should be a middle to late game thing.

- House is big structure on the outside, but small, limited space such as 4 tiles inside. They can only be built on certain floorings, like the requirement for grass. And the flooring should be hard to get. Tentacles can't be summoned on this turf. This turf can't be taken away while there is a house on it.

- Houses can leak water if the wetness of the world has reached a certain point, and consequently increase wetness of anyone inside it. Wetness of house is the same as wetness of food on the ground which rot faster when they are wet.

- There is rent. people can pay with meat, egg, wires, anything that can be exchanged for gold, or gold itself.(Who has too much bunny puff? I raise my hands)

- It gets lightening strikes unless it has protection of lightening rod.

- Hiding in house won't lose aggro, but transfer the aggro to the house. Hostile mobs can attack houses when you hide inside, like attacking shootius hoodius. When houses are broken, the players will be forced out with certain amount of dizziness effect, they behave like they are sleepy as if they just wake up from eating mandrake.

- One can have up to 2 houses, but second house has higher rent/tax. Second houses could also be treated as a house upgrade.

- You can probably build a lazy deserter inside it, after all, the house space itself should be on the map somewhere in the dark. (And griefers do hammer lazy deserter)

 

For those who doesn't need anti-griefer protection, why would a house hurt anyway?

 

If you have something to add or comment on, leave in the comment session, i'll add it if i find it reasonable.

 

-

 

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This is useless feature.

If you think the houses in hamlet weren't already overpowered ( no charlie , no hounds Vampires ) then in dst it would be even worse because there are raid bosses ( Deerclops , Bearger ,*Singleplayer* Dragonfly ) that would have been bad ( they spawn only off-screen ) because yep.

Griefers are rare nowadays if you play on Klei Official server

Spoiler

Griefer is 1 in 10000 person society.

 

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10 hours ago, __IvoCZE__ said:

If you think the houses in hamlet weren't already overpowered ( no charlie , no hounds Vampires )

Ah i forgot to mention charlie. But other than that, mobs can damage house as I mentioned in original post. I'll add Charlie to my post. Thx.

10 hours ago, __IvoCZE__ said:

Griefers are rare nowadays if you play on Klei Official server

Unfortunately, they are very very common in endless servers. Even if they are 1 in 10000, that one can cause very bad damage to a well organized, developed base. You might understand that, but experiencing seeing your effort going down can traumatize you for a bit, that's very different.

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I really like the idea.
Things i would do a little different are:

  1. Make it a blueprint which can be claimed by either a Bossdrop or by the Pig King (after some kind of special offering)
  2. The house has a unchangeable area around it, exept for world events (lureplants can spawn, pengulls settle in etc.). Only the house owner can hammer building around the house or open chests, spawn tentacls.
  3. The house can be upgraded with a flingo and lightningrod
  4. Damage at the house only prevents the player from entering it again (or forces him out)
  5. Bossdamage at the house should only be repairable by a repairkit you can buy at the pig king for some kind of bossloot (Dearclops Eyeball, Dragonscale, etc.)
  6. 2 more rooms can be bought for the house. A shop (hamletstyle) and a garden with a gardener.
  7. The gardener can be paid to replant stuff in the world outside (berriebushes, grasstufts etc.)

At some point in time it should be okay to get settled in a world and just go for those bosses. Especially in endless mode. There is only so much fun to be had rebuilding griefed bases.

On 16.11.2018 at 2:23 PM, __IvoCZE__ said:

If you think the houses in hamlet weren't already overpowered ( no charlie , no hounds Vampires ) then in dst it would be even worse because there are raid bosses ( Deerclops , Bearger ,*Singleplayer* Dragonfly ) that would have been bad ( they spawn only off-screen ) because yep.

If no charlie, no hounds and no bosses really are a problem we better delete the caves. In the mushroom forrests is endless light, no bosses and no haunts.

 

And above all: 

  • A house is just a very nice thing to have! For no reason at all. Just because
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