Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby spectacle » Thu Nov 12, 2015 2:07 pm

Lunarius_Haberdash wrote:
GustawoVegas wrote:Yes, exactly. Don't want infiltrator to steal your key? Don't tell him where master key is, keep it in safe place, be sure that you know where master key is at all times. Make 10 000 other master keys and place them everywhere.


As a victim of an infiltrator, I am *still* down with this idea, the ability to open for everyone to include intrigue as a viable option. Also, if you happen to obtain a master key during a kill, the ability to open it for raiding.

Seriously, this is a good idea for keeping intrigue a viable option in its previous form, and all it requires on the part of the village owners is a little care.

So the system would have no purpose other than punishing players who do not understand yet exactly how the game mechanics work? Terrible idea.
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: Game Development: Castles in the Sand

Postby pedorlee » Thu Nov 12, 2015 2:22 pm

Very good adition :)

The tower rocks xD

+1 to the system. Very good idea.
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Re: Game Development: Castles in the Sand

Postby _Gunnar » Thu Nov 12, 2015 3:32 pm

jorb wrote:
  • Changed combat delta formula -- affects comparisons between attack & block weights, and agilities -- to a cuberoot of the ratio of the compared values. Character development should now matter a bit more in combat. Let us know what you think.


What was it before? I thought square root? Did I dream myself testing that? :P
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Re: Game Development: Castles in the Sand

Postby Potjeh » Thu Nov 12, 2015 3:42 pm

Thanks for the gate thingy, it's pretty cool. But it is a bit pointless until we get barter stands back. Aside from those, I can see a use for this feature if cairns can set permissions for unknown players (haven't tried if it already works) and can change sub-claim size, so you can give theft permissions to everyone on a public smelter, but deny vandalism permissions. Providing amenities like that would serve to encourage people to live close enough to you to get vassalised when we get kingdoms :twisted:

As for combat delta, I don't like it, deltas were fine as they were and you should've just fiddled with damage and armor penetration. Is it at least still clamped between 0.5 and 2.0 defense bars?
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Re: Game Development: Castles in the Sand

Postby rye130 » Thu Nov 12, 2015 3:48 pm

Potjeh wrote:As for combat delta, I don't like it, deltas were fine as they were and you should've just fiddled with damage and armor penetration. Is it at least still clamped between 0.5 and 2.0 defense bars?


My god do you even try combat at all? 1 UA Rage alts literally were hitting for .5 of a defense bar. How is that "fine"? The diminishing returns of higher combat values and increased LP/FEP costs naturally prevent titans from being a huge problem. The combat deltas before were terrible, making combat decided basically entirely by number of players without the stats or skills of the players really mattering at all.
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Re: Game Development: Castles in the Sand

Postby Potjeh » Thu Nov 12, 2015 3:50 pm

Learn to move in combat. If you let yourself get swarmed by 1UA rage alts you deserve to die. Also learn to Parry, it'll wreck 1UA alts pretty hard if they're not in steel (and if they are their moves will be too slow to be any use).

Diminishing values for FEP/LP investment have always been there, yet titans were a thing, so that argument is bollocks.
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Re: Game Development: Castles in the Sand

Postby Robben_DuMarsch » Thu Nov 12, 2015 3:53 pm

I agree with Potjeh.
Not that anyone would expect otherwise, as I am the LS of New Brodgar, and the old system certainly was beneficial to our casuals.
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Re: Game Development: Castles in the Sand

Postby Marksman » Thu Nov 12, 2015 3:54 pm

Towers implemented to late. Brickwalls already done.
Towers at corners of brickwalls will be nice. =)
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Re: Game Development: Castles in the Sand

Postby rye130 » Thu Nov 12, 2015 4:00 pm

Potjeh wrote:Learn to move in combat. If you let yourself get swarmed by 1UA rage alts you deserve to die. Also learn to Parry, it'll wreck 1UA alts pretty hard if they're not in steel (and if they are their moves will be too slow to be any use).


Horses fuck up any chance of moving in combat.

Parry doesn't do jack shit. I'd need 1k strength to 1 shot a 10 con character with parry, any armor is going to stop its damage from mattering. Not to mention that it doesn't matter if you wreck the 1 UA alts, their point is to be low investment throw-away characters to break your defenses so that you can block an actual attack.

I don't understand why you want such harsh caps at all? The only thing it does is promote alt spamming, which is a lot more annoying than titan characters ever possibly could be.
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Re: Game Development: Castles in the Sand

Postby Potjeh » Thu Nov 12, 2015 4:03 pm

Two such alts are not enough to wear down defences, and getting three plus people to get in synchronized hits on a target takes a lot of coordination, ie player skill. Getting surrounded by alts and tanking them is mostly just character stats, not much player skill involved.
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