War between the Panda and the NNN

Forum for discussing in game politics, village relations and matters of justice.

Re: War between the Panda and the NNN

Postby cauda_draconis » Mon Aug 29, 2011 6:25 pm

NaoWhut wrote:-stops reading- and i thought this kid
actually knew what he's talking about
for a moment...

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Game mechanic expert in the thread.
Get in the car.
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Re: War between the Panda and the NNN

Postby Potjeh » Mon Aug 29, 2011 6:32 pm

See, that's just the thing that bothers me about you. You take time to respond to off-hand insults, but ignore serious discussion about the game's balance and then you go on about how the devs only listen to their anal friends. Maybe they'd listen to you if you provided some interesting insights. And no, Koya didn't provide any either, despite what he claims.
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Re: War between the Panda and the NNN

Postby cauda_draconis » Mon Aug 29, 2011 6:36 pm

Potjeh wrote:See, that's just the thing that bothers me about you. You take time to respond to off-hand insults, but ignore serious discussion about the game's balance and then you go on about how the devs only listen to their anal friends. Maybe they'd listen to you if you provided some interesting insights. And no, Koya didn't provide any either, despite what he claims.


Potjeh, i could swear, there is only one reason i do so. It called "language barrier". It costs 2 secs for me to say "fuck you", and 30-40 minutes to answer serious post.

Believe me, i participate almost all discussion about "how the game mechanics should be" in the rus. forum.
Last edited by cauda_draconis on Mon Aug 29, 2011 6:37 pm, edited 1 time in total.
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Re: War between the Panda and the NNN

Postby Potjeh » Mon Aug 29, 2011 6:36 pm

Well you can't demand that people take you seriously if you don't talk seriously.

And the only way to overcome language barrier is to push against it. I didn't always speak English either, you know.
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Re: War between the Panda and the NNN

Postby Patchouli_Knowledge » Mon Aug 29, 2011 7:20 pm

As we are talking about hearthvaults, let me post a small section of the article I made on hearthvaults for clarifification purposes and possible feedback. Some sensitive information has been taken out.

Haven and Hearth encyclopedia.
Article Hearthvault


What is a Hearthvault?

A hearthvault is small village structure that is often used to protect people’s hearthfire in order to prevent them from being forced summoned due to leaving scents. Hearthvaults consist of a brick wall defense, a cabin/house/mansion to hide their hearthfire in, and a crossroad to exit the vault to destroy any unprotected rams or fend off any invaders. Often, a hearthvault will have building signs filled within the area of the hearthvault to prevent wall-bypassing exploits such as charterstones. Sometimes the building or the hearthvault can be used to store items as well.

By official rules, hearthvaults are required to have adequate space to place a ram and must be rammable. Failure to do otherwise will result in the hearthvault defenses being deleted, leaving the occupants exposed to force summons from enemies.

The difference between a village and a hearthvault

The most notable difference between a hearthvault and a village is the size difference of the area that is encompassed within the brick wall defense. Hearthvaults are generally much smaller than normal villages which makes is signficiantly easier to patrol the vicinity of the area within a single glance allowing the owner to see a ram attempt or an enemy. In addition, hearthvault also exploit the terrain to make it difficult to find an avenue of attack, sometimes limiting possible attack avenues to a small area.

Due to the nature of the structure as well as the lack of space and the requirement to fill in the hearthvault with building signs, hearthvault are poorly suited for normal village production.

The reason for a hearthvault

Hearthvaults are mainly used to keep the occupants from being forced summoned while they are not within game. However hearthvault also provides some additional benefits aside from offline safety.

Owners of hearthvault may have a main production village which allows them to create new characters, feed them, and provide them LP. When a hearthfire is within a hearthvault, any rangers tracking the scent will track towards the hearthvault, not the actual village, thus keeping the village anonymous.

Some may utilize the safety of the hearthvault and make it a storage of important items. This kind of hearthvault generally has a mansion or a house instead of a cabin. Notably, hearthvaults are very safe havens to store anvils and hammers and have it become a fortified armor production outpost.

Hearthvault topology
  • Mountain Hearthvaults- The main characteristic of a mountain hearthvault is the cliffs. Unlike the cliffs within a grass or forest terrain, mountain cliffs conform completely to tile placement of the game, allowing someone to be able to build a brick wall without resorting to hold shift to place a brick wall so there are no gaps between the brick wall and the cliff. In addition, the sheer amount of cliffs within a mountain can create a narrow passageway where a player can build a long brick wall line filling that passage. Although the passage is still rammable, it is likely that one ramming session will be enough to fully bypass a sufficient length brick wall length forcing the attacker to repair the ram and wait 8 hours, possibly allowing the vault owners to destroy the ram and possibly refill the passage way.
  • River Hearthvault- Similar to a mountain hearthvault, river hearthvaults utilizes a cliff formation that is close to the river to block avenues of attack opposite of the side of the river. For this to be possible, the lower end of the graphics needs to face the hearthvault as the higher end has tile building issues that may end up leaving gaps within the defense without proper shift building placement The hearthvault owner needs to be aware that walls cannot be placed near the shore which forces a ram to be buildable near the vault site. Some tenacious vault owners will create crossroads in order to disallow all ram placement except one area (rule to vault rule), which making it impossible to protect the ram.
  • Island Hearthvaults- Islands operate differently from most other vaults. Island, like river vaults, also exploit the fact that walls cannot be placed within a few tile range from the shore. However, the main trait of the island vault is that if the vault’s village claim covers all of the island, it will make the popular charterstone wall jump impossible. This makes it only optional to fill the space of an island vault with building signs . Depending on the island shape and size, island vaults can also be hybrids villages as well.
  • Peninsula Vaults A once popular hearthvault style, the layout of the peninsula vault was used to make ramming inaccessible in all direction except from the mainland where they are required to ram through a narrow passageway, similar to a mountain vault. However because of the change that disallows walls to be built close to the shore, this becomes unfavorable and the design has been considered obsolete.
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Re: War between the Panda and the NNN

Postby Britannia » Mon Aug 29, 2011 8:35 pm

RIP cauda draconis.
~Zegrande Armie~

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Re: War between the Panda and the NNN

Postby NaoWhut » Mon Aug 29, 2011 8:36 pm

cauda_draconis wrote:
NaoWhut wrote:-stops reading- and i thought this kid
actually knew what he's talking about
for a moment...

Image
Game mechanic expert in the thread.
Get in the car.


Why yes, i've been playing since w1 and
have extensive knowledge of the game
mechanics, what were you wanting to
know young one? the fact that one of the
highest str people in Panda came from
another village? or that there are plenty
of Factions that have people with 1500+
base str that you've never heard of...

though i think that's more your lack of
knowledge in the political field of the
game... and doesn't have much to do
with the game's mechanics

cauda_draconis wrote:
burgingham wrote:That is no answer to my question. Pande doesn't need any more protection and yes your vault has to be less protected, because in a few hours you all by yourself managed to make yourself invulnerable. No effort necessary, happy griefing guaranteed.

Oh, that's very simple, you should just remove the silly restrict "brickwalls could not be bashed barehanded". Atm only you and NNN are able to build char with 5k strength.

It's just a simple thought experiment you could easily made to understand what shit game will become after adding your potential changes.


Were you wanting paper walls again ?
because i can guarentee you that if you
can bash walls by hand you defeat your
own earlier argument where you were
talking about how panda shouldn't be
able to wipe out everyone smaller in only
seconds... a simple solution is not the
correct solution, however if you were to
implement defensive structures that run
on authority and cannot be placed close
to eachother... add in catapults and other
seige gear...

Oh, and GG
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Re: War between the Panda and the NNN

Postby burgingham » Mon Aug 29, 2011 8:36 pm

GG Cauda :lol:
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Re: War between the Panda and the NNN

Postby cauda_draconis » Mon Aug 29, 2011 8:37 pm

Britannia wrote:RIP cauda draconis.

Lol, i'm not NNN, sure guys.

I'm exited after the death of old RUA, i dont think i could be counted.
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Re: War between the Panda and the NNN

Postby burgingham » Mon Aug 29, 2011 8:38 pm

We don't mind who you are rolling with, we are just happy we killed you.
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