Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby jorb » Mon Feb 24, 2020 9:19 pm

algeralith wrote:At the end of the day, it seems like you guys are just ignoring the main demographic of the game.

The people who are still playing up until the world's end are not at all interested in PvP and Sieging. They tend to be casual players.


That may well be true, but I find that somewhat unfortunate. I.e., not that casuals do play, but that PvPers don't. Legacy, for example, seems to have fared better in that regard. Granted, siege wasn't overly much of a thing in Legacy either, so there's that.

There is absolutely no reasonable cost that can be added to siege inspecting that can not be massed.


There are several resources that we control the exact spawning amounts for on a basis of units spawned per unit of time. Can't mass that.
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Re: Prelude: World 12

Postby julian12it » Mon Feb 24, 2020 9:23 pm

algeralith wrote:I think people need to take a minute and read the actual changes to villages.
Like, seriously think of those repercussions. Assuming you are already max power level, you need to raise it back up every two weeks.
That means, once every two weeks, your entire village can be raided in as little as an hour.
Everything you have worked on can be gone, and there is nothing you can do about it.
All the casual players are essentially about to get fucked over, and any big groups will still succeed.
You just encouraged large faction play anymore.
You just encouraged people to write bots that log on semi-regularly just to check a claims status.
This is such a terrible change, and I can not see myself playing with such a system.


This.

New changes encourage larger groups of players working together, dividing the heartlands into two sections ultimately. The demand for patrol bots will for sure come back (which ain't all bad but unwanted) allowing those who have them an advantage, weakening the general masses. I do not want a repeat of this world where players were forced to live in areas around a market or no market at all. With these changes, there will for SURE be no room for any community area or events (which is saddening).
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Re: Prelude: World 12

Postby DDDsDD999 » Mon Feb 24, 2020 9:25 pm

jorb wrote:
algeralith wrote:At the end of the day, it seems like you guys are just ignoring the main demographic of the game.

The people who are still playing up until the world's end are not at all interested in PvP and Sieging. They tend to be casual players.


That may well be true, but I find that somewhat unfortunate. I.e., not that casuals do play, but that PvPers don't. Legacy, for example, seems to have fared better in that regard. Granted, siege wasn't overly much of a thing in Legacy either, so there's that.

Because you haven't fixed all the broken shit that makes pvp a stat grinding, credo requiring, Zerg encouraging nightmare.
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Re: Prelude: World 12

Postby wentyl » Mon Feb 24, 2020 9:31 pm

Rebs wrote:I don't know, I miss fearing death, or is that just me?


I miss it too, adrenaline rush when someone was chasing you, it really was good old times.
Don't get me wrong losing everything was heartbreaking, but you know, it didn't make you hate the game.
You would just give it some time, cool down and come back in a week or two.
Nowadays after I get bored I stay bored and visit now and then to see new content.

I would love to give new siege mechanics a try.
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Re: Prelude: World 12

Postby jorb » Mon Feb 24, 2020 9:44 pm

DDDsDD999 wrote:Because you haven't fixed all the broken shit that makes pvp a stat grinding, credo requiring, Zerg encouraging nightmare.


There is certainly a real attempt here to do something about the stat grinding, at least. What are your other complaints again? Knarr combat, coracles/swimming?
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Re: Prelude: World 12

Postby borka » Mon Feb 24, 2020 10:05 pm

algeralith wrote:There are no strategic objectives.
There are no resource objectives.
There are no economic objective.


There are no social interaction objectives (i.e. support for public violencefree spaces like special local open market claims, special open well claims ... etc. which is asked since very long ... )

What i see is that Devs like to honor bullies that get moms money to buy subs and RMT chars ... i'm too f***cking old and my time runs to fast for such (and while i'm having a work life i don't consider myself casual) ...

Honestly i think all of us that are annoyed should stop playing and also stop supporting the game for free (no custom clients, no RoB Wiki editing, no world map, no more help at forums) .. maybe that calls loud enough
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Re: Prelude: World 12

Postby jorb » Mon Feb 24, 2020 10:11 pm

borka wrote:What i see is that Devs like to honor bullies that get moms money to buy subs and RMT chars ... i'm too f***cking old and my time runs to fast for such (and while i'm having a work life i don't consider myself casual) ...


So... remove siege entirely?
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Re: Prelude: World 12

Postby MarcusXDead » Mon Feb 24, 2020 10:17 pm

This, or you can make a system where bullies have to fight bullies (where someone in both attackers and defenders parties want to fight), or make losing a siege not so fatal for continuing playing.
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Re: Prelude: World 12

Postby Lunarius_Haberdash » Mon Feb 24, 2020 10:20 pm

algeralith wrote:I think people need to take a minute and read the actual changes to villages.
Like, seriously think of those repercussions. Assuming you are already max power level, you need to raise it back up every two weeks.
That means, once every two weeks, your entire village can be raided in as little as an hour.


Level 1: Palisades: 3h, Brick Walls: 4h
Level 2: Palisades: 6h, Brick Walls: 8h
Level 3: Palisades: 15h, Brick Walls: 20h
Level 4: Palisades: 24h, Brick Walls: 32h
Level 5: Palisades: 24h, Brick Walls: 32h


Uh... No. It would take 10 weeks before you could be raided in as little as an hour. A little careful timing means that you'd only need to make yourself vulnerable once to a 15h siege every month or so.

If you're talking about maintaining your siege defense at level 5 all the time, sure...

But who says you have to restore it once a week? Or every other week?

You could do it every three weeks... Or every other day for 5 days... Or...

Strategize that shit. Sure, it'll probably fuck me this world at one point or another, but that doesn't mean it's BAD.
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Re: Prelude: World 12

Postby Colin500 » Mon Feb 24, 2020 10:27 pm

Lunarius_Haberdash wrote:Uh... No. It would take 10 weeks before you could be raided in as little as an hour. A little careful timing means that you'd only need to make yourself vulnerable once to a 15h siege every month or so.

If you're talking about maintaining your siege defense at level 5 all the time, sure...

jorb wrote:Once a "Power Level" increase has been initiated, there is a 24 RL hour delay, during which nothing happens.
After the 24 hour period concludes, there is an 8 RL hour weakness window during which the claim's "Power Level" counts as zero.
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