Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby MagicManICT » Thu Nov 12, 2015 6:23 pm

Posting at all the stupid assumptions that just because this game sat in limbo for four years that nothing was going to change and that this wasn't the devs plans to begin with... sheesh. Can we turn the stupidity down a notch or two and let a little light and patience in? If it's really that bad, it can always be scrapped for something better. Learn to playtest.

Quite honestly, I'm inclined to agree with the complaints on the buff thing, mostly because it feels tacked on and immersion breaking, not because "it ruins raiding," which it doesn't at all. I don't know of a better way of creating such spaces, though, so i can accept it for now and anticipate the other changes that come along with it that will make for better player interactions.

Also, what exactly can one do with this if you can't leave scents at all? If you get no permissions at all with it and can't leave any scents, that means you can't do anything that would require the trespass skill. (Thanks to maze for pointing that out to me.) My first thought on reading the OP earlier was to use random alts to scout open claims for goodies hiding in plain sight, but that won't be happening.

Otherwise, I like the towers. (Looks like that one is made from coal. If we put a torch to it, will it burn and light up the night? :mrgreen: )

Let's keep taking combat one step at a time. I think this was a step in the right direction. I don't think it will completely negate spruce cap zergs, but it does diminish their effectiveness a good bit. (They shouldn't be negated, imo, just not dominate the pvp scene.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Castles in the Sand

Postby banok » Thu Nov 12, 2015 6:44 pm

Such a wierd patch.

I mean towers look kinda pointless, which is fine cause its still content for larping.

But the bread and salt thing. Not that I would personally ever stoop as low as sofie, but infiltration/betrayal is a part of the game that stops factions from mindlessly recruiting and makes zerging harder.

Plus it just doesn't suit the basic logic that the rest of the game sort of follows. I mean imagine explaining to a new player that I can kill him on his claim with no walls, but can't if he just leaves a bunch of open gates he is immune. its stupid and unintuitive.
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Re: Game Development: Castles in the Sand

Postby Schattengaenger » Thu Nov 12, 2015 7:05 pm

Dear Loftar and Jorb,

This post is for you. As I was going through the first posts I knew what to do, logged in and posting this now:

THANK YOU

I have waited for something to make a (probably too ambitious) wish of mine come true and it seems to be that we share it:
Open cities with merchants, guards and over folks passing by barter and vendor stands while arguing about price and quality of wares or just living their lives.
Away from the dots of hermit homes on the map, the fear of bandits and greefers all day long and the "DayZ-Mentallity" to better shoot first or at least trust no one, because they are going to steal your valuables 5/6 times you actually trust someone enough to make him a kin of yours and invite him to dinner over at your place for a glas of wine and a good talk.

Don't let anyone tell you overwise, you made this game for yourselfs (at least in the beginning) and should therefor develop it as YOU like...as useful as an agreement with the other players is, if you want to do something your way, then for the love of god do it (yeah I noticed the shia labeouf quote...).

I was perfectly okay with everything you've done so far and on the subject of failures of coding or what ever...every idiot can do something if there are no problems to deal with...it takes thinking men (and women ofcause) to work arround these problems or solve them head on.

So without further ado,
Thx again you two and keep at it.

Sincerly, a German (who hopes not to have screwed up his english this time).
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Re: Game Development: Castles in the Sand

Postby Redlaw » Thu Nov 12, 2015 8:54 pm

I truly love this update over all.

Though I would suggest the ability only be used when the gate has a lock added to it. It is a miner thing, but it would stop or reduce people from walling there claim with gates.
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Re: Game Development: Castles in the Sand

Postby Oddity » Thu Nov 12, 2015 9:28 pm

Lorefin wrote:You should do something to disable custom clients auto hearth and spotting players on the minimap.

More uses for the Stealth skill :twisted:
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Game Development: Castles in the Sand

Postby Asgaroth22 » Thu Nov 12, 2015 9:29 pm

The tower's a great addition for larpers, but now we need larger walls, as brickwall looks kinda silly next to a tower.
And the cellar's walls look very nice, i think from now on i'm living in a cellar (like i've been doing anything else since i started playing this, lol)
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Re: Game Development: Castles in the Sand

Postby ethan » Thu Nov 12, 2015 9:32 pm

I think the Vistor idea is brilliant in its simplicity,
and makes raiding less dependent on a villager doing something stupid.

However I don't think that it solves the real issue with raiding, which is logging in one day and EVERYTHING being gone.

I think getting through defenses should be easier, however the damage that can be done when inside needs to be reduced.
An idea is that committing crimes adds 'mental weight' something like a curio to the study box, and when you commit enough crimes you have no more mental space to carry the weight of the crimes and cannot commit any more. The raider will then need to go away and 'reflect' or on the crimes before more can be committed.

This will give the raided group time to mount defenses for the next raid or decide to take what they can and flee the area. It will also mean that the raiders will not commit as much petty vandalism because it consumes mental weight, which could be better spend on the theft of valuables.

The mental weight can be calculated by the type of crime, higher for murder, negligible for trespass.
Then have something like charisma of the claim owner increase the mental weight. As charisma I assume is a reflection of someones standing in the community, so chieftains should be charismatic and this encourages the chieftain of a village to invest in charisma.

The amount of mental weight a criminal can carry could use the same system as the curiosities, so the intelligence not only limits the amount of crimes that can be committed, but crimes also come with the down side of not being able to study as many curios/less LP gain.

I think a system like this would make the back and forth between raiding more interesting and it will have to play out over a wider time frame.
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Re: Game Development: Castles in the Sand

Postby Schattengaenger » Thu Nov 12, 2015 9:41 pm

ethan wrote:I think getting through defenses should be easier, however the damage that can be done when inside needs to be reduced.
An idea is that committing crimes adds 'mental weight' something like a curio to the study box, and when you commit enough crimes you have no more mental space to carry the weight of the crimes and cannot commit any more. The raider will then need to go away and 'reflect' or on the crimes before more can be committed.

This will give the raided group time to mount defenses for the next raid or decide to take what they can and flee the area. It will also mean that the raiders will not commit as much petty vandalism because it consumes mental weight, which could be better spend on the theft of valuables.

The mental weight can be calculated by the type of crime, higher for murder, negligible for trespass.
Then have something like charisma of the claim owner increase the mental weight. As charisma I assume is a reflection of someones standing in the community, so chieftains should be charismatic and this encourages the chieftain of a village to invest in charisma.

The amount of mental weight a criminal can carry could use the same system as the curiosities, so the intelligence not only limits the amount of crimes that can be committed, but crimes also come with the down side of not being able to study as many curios/less LP gain.

I think a system like this would make the back and forth between raiding more interesting and it will have to play out over a wider time frame.


+1 Because I don't think there is a downside for me in there (at least I'm honest)
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Re: Game Development: Castles in the Sand

Postby Archiplex » Thu Nov 12, 2015 9:47 pm

I actually really like that idea, Ethan.

I can't think of any real downsides to it- It even matches alongside the fact that stealth scales off intelligence, so really good raiders can commit a lot of crimes, and are harder to find than smaller time criminals.


Trespassing should be free at all costs though.
Queen of a cold, dead land. Caretaker of the sprucecaps.
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Re: Game Development: Castles in the Sand

Postby Smoopadoop » Thu Nov 12, 2015 9:57 pm

ethan wrote:everything

YES
MODS ARE ASLEEP POST SMALL BART
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