ADVENTURE DIG Bots Strike Again.

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

Re: ADVENTURE DIG Bots Strike Again.

Postby factnfiction101 » Thu Jun 27, 2013 10:03 am

talon00302 wrote:
Sarchi wrote:"Griefing is actually good for this game."
-Zazzie


Wowow sarchi seems upset that every1 he betrayed left him ^_^

Also my take on this shitty tactic is that maybe nodes (soil, clay, fish, water) should be moved every in game week to a randomized location.

Or maybe node q shouldn't decrease at all. Only be able to get a limited amount of clay from that node everyday until it regenerates 100%
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Re: ADVENTURE DIG Bots Strike Again.

Postby bmjclark » Thu Jun 27, 2013 12:44 pm

DDDsDD999 wrote:
crfernald wrote:The whole running from every fight even with even numbers is pretty good too.

viewtopic.php?f=34&t=31715&start=340#p414164

Definitely


Despite what dafels kindergarden level of counting says, it wasn't actually even numbers and we were out numbered ;). 4v5, and naowhut's internet was dying the entire time so we ran away.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: ADVENTURE DIG Bots Strike Again.

Postby rye130 » Thu Jun 27, 2013 12:58 pm

bmjclark wrote:Despite what dafels kindergarden level of counting says, it wasn't actually even numbers and we were out numbered ;). 4v5, and naowhut's internet was dying the entire time so we ran away.


It was a tactical retreat. We didn't want to get baited and outsmarted.
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Re: ADVENTURE DIG Bots Strike Again.

Postby dafels » Thu Jun 27, 2013 1:20 pm

Yes, you outsmarted us with your *TACTICAL RETREAT*, real good tactic to use when you 4v4 us and 4v5 us.
Also, we have fought many fights where we were clearly otnumbered in w6 and in this world, and we didn't do any of that *TACTICAL RETREAT* shit, we actually like to fight when we are outnumbered :D .
The members of our team have been rollin into 1v3 and 1v4 fights before and still won them, by killing enemy on the other side, yeah, it's not hard for us to get 20 people again and boat around your supergrid or just patrol your area.

Do I have to give you this link again, seriously?
viewtopic.php?f=34&t=31970&start=10

AINRAN CONFIRMED BETTER AT TACTICS

BTW: The only battle was when you fought us 4v7, when we were outnumbered. Ainran is confirmed that they are not fighting with even numbers.
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Re: ADVENTURE DIG Bots Strike Again.

Postby Valten21 » Thu Jun 27, 2013 8:12 pm

<-- 1v8, kills person with twice his UA
<-- stays to fight and gets kills in 2v20's

amateur hour up in here if you think killing someone 1v3 is anything worth anything
You may have foiled the plans of BAD-EVIL this time, but there is no rest for the wicked.
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Re: ADVENTURE DIG Bots Strike Again.

Postby crfernald » Thu Jun 27, 2013 8:13 pm

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Re: ADVENTURE DIG Bots Strike Again.

Postby factnfiction101 » Fri Jun 28, 2013 8:55 am

Nao needs better internets or to stop torrenting porn while playing HnH
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Re: ADVENTURE DIG Bots Strike Again.

Postby spectacle » Fri Jun 28, 2013 1:32 pm

Patchouli_Knowledge wrote:
burgingham wrote:Btw what if you needed proper Survival to actually dig a node down? Just like you need surv now to get the good stuff out of the node.


The problem with this is that you can still chip the edge of the node where it is still relatively low at 20 and dig it to 10, then move inward towards the node center, reducing its quality as you approach until you reach the center which has been turned into a q20 and soon to be a q10. Aside that, manufactoring survival vandalism alt for killling nodes isn't too hard especially if you can trad them later on.

Also, wasn't the node drop mechanics was to prevent LP botting back in world 2 transiting to world 3?


You could fix this by having nodes be dug "out" rather than "down". I.e if someone with 20 survival digs in a q70 node, he'd remove all the clay between q10 and q20, but all the q20+ clay would still be available to someone with higher survival. The same could happen if you dig outside of the node's peak point.

This would require a fair bit of recoding of the node system though.
Once a man has changed the relationship between himself and his environment, he cannot return to the blissful ignorance he left. Motion, of necessity, involves a change in perspective.
-Commissioner Pravin Lal, "A Social History of Planet"
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Re: ADVENTURE DIG Bots Strike Again.

Postby Shinma » Tue Jul 02, 2013 4:45 am

Seems like the issues with node vandalization is really about balance. It's too easy to vandalize a node, too hard to defend one, and it takes too long for them to recover. I don't think HnH gets a lot of dev time allotment from Jorbtar, so any modification of the status quo need to be weighted accordingly.

So Ideally, because I like more content, I'd like to see special purpose idols added which would increase the hhp penalty for specific crimes within a certain radius around them (assuming same claim and non-stacking, because building 19 million idols is not fun, imo). A straight QL-based hhp add. Could even have special idols that cause a warning fire to light by the village idol or a gong to sound or something more.. germanic... A great horn sounding? Not up to speed on my period lore. Some idols could extend the duration of related scents left in their radius, increase related crime action timers, etc.. Anyway, the idol could then be protected by walls more efficiently than giant anti-immigration walls :). Idol spacing might be based on Cha (could use more cha affects), i.e. I can only put 1 idol ever Xk / sqrt(cha/10) tiles from another idol -- this prevents the desire/need for overlapping backup idols (you can only place them so close together). It also creates more territory effects. Note that it's based on the placer's Cha, so even if some newb places an idol on another island near you, if your cha is awesome, you can still place your idol (the inverse is not true). Now you can have economic warfare with idol placing as well as claims.

Then, you add some new idols under the War Speaker skill which would cancel these idol effects within their range (these idol types do not interact in the placement limiting system above). Radius of effect would be based on their QL, they would take a certain amount of time to build up their power (based on type), and last a certain amount of time before degrading (duration based on time build up), at something between a 4:1 and 8:1 ratio. So 4 hours charging up gives you 30m-1h to go mad on someone's plot without being affected by defensive idols (i.e. no *increased* crime penalties, just the base scents/penalties).

Additionally, some numen based ability to pray for node recovery sounds reasonable to me as well (although I foresee the tradition maxed alt abuse here, so maybe limited by your ancestor's appropriate skill-surv in most cases. At least then the abused alt would be crafted at some cost ;)). Also for some node types, for instance soil quality, it feels like you could create a mechanic to manually do this (for instance, I bring a higher than current ql earthworm(s) and use it on a tile to improve the restoration rate of its soil quality up to the ql of the earthworm). Similar techniques could be added for other node types potentially (fish for fish nodes... some sort of rain dance for clay nodes and water nodes--clay is largely about silt and the accumulation of certain mixes of minerals from rainfall/drainage/waterflow...).


But that all seems far too involved, so, how about just a slower timer when harvesting criminally, some sort of debuff/stacking damage to make it harder to alt vandalize effectively. Debuff would prevent logging out and would increase hhp cost of further vandalization. At least this way it would be very time consuming to do with a new alt. Certain tools (Sledgehammers, Rams, etc.) would be immune to such effects (they arn't used for node vandalization anyway). If you arn't even willing to claim the node, than it's fair game. Also a sampling skill that would tell you what ql a tile was without actually harvesting (and damaging) the node would be great (but off topic). I do feel like node quality deterioration being a singular value over the entire node is an undesirable mechanic regardless of this issue, but from a programmatic perspective I think it would be costly to fix (node system allows a great deal of memory savings for their map). Any fix to that would probably break our dev budget. (But if Jorbtar read this, they might consider using "depletion" nodes, grouping depletion on specific tiles into "subnodes" linked to the base node for localized depleition, and performing some quick computations to calculate effective ql on the tile. Depletion nodes could be merged (grown) as depletion became more systemic, and the system wouldn't need to be "perfect", just representative, and therin could use the existing node mechanics.).


Other comments: Depending on the type of clay, it does restore itself naturally in the same manner as it occurred in the first place, depending on the type of clay in question (there are many, many types). Some clay types can be manufactured as well, although I'm personally ignorant of the period techniques for this. Water quality is pretty artificial in HnH, but typically is not "drained" by its use, only polluted potentially. Soil quality is also complicated and depends on issues such as weather, what is growing in that soil and what is left to die and turn to soil on that ground, etc. Things like "Stone quality" really aught to be more like metal, in that they are non-renewable resources--so much stone and then its gone if we're trying to be "realistic". The only real sources of "new" metal/stone would be volcanic activity from the Earth's core (and meteorites I suppose). But with all these sorts of topics there is a questions between "realism", game play and fun :).

The problem with the Burg's surv suggestion that I see is that it's abusable. Say I have a ql 90 node, I harvest it with an 89 surv character so it doesn't degrade. If it does degrade, than where are you putting the line? (Because honestly the alt cost for even 50 surv is pretty trivial) Meanwhile, one can edge nibble to vandalize the node with little extra effort (or if you change it so they can't, it opens up the possibility of yet another kind of abuse). In my mind, the griefing/conflict aspects of this game are intended to be balanced by accountability. Anything you can do with a throw away alt therein subverts the spirit of conflict in the game (particularly if there does not exist any mechanic to prevent it). In the case of node vandalization, you could establish extremely broad walls/rafts and claims, so an argument that it is preventable could be made. Personally I do not feel that prevention mechanic on its own is reasonable, or fun :) (or sufficient in other words).
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Re: ADVENTURE DIG Bots Strike Again.

Postby overtyped » Tue Jul 02, 2013 5:30 am

Shinma wrote:Undecipherable wall of text
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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