Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby Fostik » Thu Feb 18, 2016 4:45 pm

Robben_DuMarsch wrote:How about the previously mentioned quality cap?

Will quality only be indirectly capped by player stats?
Will cows be able to reach q1000?


In case if cows will buy subscription.
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Re: Game Development: Prelude pt. II

Postby Bogey » Thu Feb 18, 2016 4:53 pm

Is there some estimated time when the server starts?
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Re: Game Development: Prelude pt. II

Postby LadyGoo » Thu Feb 18, 2016 4:53 pm

Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere. Most likely, sieges will have to last for a few days at the very least. If someone will go through the hassle, I bet nothing in the village will be spared. Scorched earth situation, basically. For some reason, I thought that the dev perception towards sieges was to make it so that raiders will cause least industrial damage, being able to get the most valuable items only.
On the other hand, if a village is breached, it will take a long time to recover due to wall segment drying times.
Probably, villages of lesser importance won't be a subject to siege that much as well. This kind of makes sieges pointless in terms of loot and character kills, serving as a tool for a moral strike. Is it fun? I struggle to see it.
Would be more fun to have different situate equipment/machines for sabotage and siege vs defensive mechanisms. And, generally more means of influence, rather than killing, claiming land and siege. For instance:
1. Kidnapping KOed enemy and asking for ransom. It might increase the number of kidnapped hermits, but hey, better alive than dead. :D
2. Human and in-game resource intensive claims (Kingdoms).
3. Throwing diseased animals over the walls (works for both defenders and offenders)/poisoning wells through neighbor river systems and etc.
4. etc. etc. etc. The point is to have more options for in-game influence and power gain.
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Re: Game Development: Prelude pt. II

Postby VDZ » Thu Feb 18, 2016 5:01 pm

LadyGoo wrote:1. Kidnapping KOed enemy and asking for ransom. It might increase the number of kidnapped hermits, but hey, better alive than dead. :D


Nobody's going to pay a ransom for a hermit. So either the hermit won't be kidnapped in the first place, or the hermit dies either way.
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Re: Game Development: Prelude pt. II

Postby rye130 » Thu Feb 18, 2016 5:03 pm

LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.


One idea posted in the Inn of Brodgar Skype chat was to have charterstones disabled when your village shield has taken damage. While this can be avoided for porting help in by having a nearby village with a charterstone, it would still prevent evacuating all your items with 0 risk. At least this way you'd have to take the items out of the village walls/claims and into a different claim to be able to charterstone them out, which leaves you open to risk.
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Re: Game Development: Prelude pt. II

Postby strpk0 » Thu Feb 18, 2016 5:04 pm

LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.


I was thinking about this, and I can propose an easy solution (given how the current system will work):

1. When a village's shield is struck the charterstone linked to that village will be disabled for a set amount of time.
2. When a village's shield is below X amount (maybe half health) the charterstones will be rendered unusuable.
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Re: Game Development: Prelude pt. II

Postby jorb » Thu Feb 18, 2016 5:05 pm

rye130 wrote:
LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.


One idea posted in the Inn of Brodgar Skype chat was to have charterstones disabled when your village shield has taken damage. While this can be avoided for porting help in by having a nearby village with a charterstone, it would still prevent evacuating all your items with 0 risk. At least this way you'd have to take the items out of the village walls/claims and into a different claim to be able to charterstone them out, which leaves you open to risk.


This is actually already the case. Forgot to mention.

Charter Stones are disabled if a village Shield goes below 48000HP. Updating OP.
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Re: Game Development: Prelude pt. II

Postby jorb » Thu Feb 18, 2016 5:07 pm

Other misc.

  • The Altar of Ruin has been removed for now.
  • If you get hit by a cave-in you receive serious damage. The Miner's Helm negates such damage, but is consumed in the process.
  • Snow now melts.
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Re: Game Development: Prelude pt. II

Postby strpk0 » Thu Feb 18, 2016 5:08 pm

jorb wrote:
rye130 wrote:
LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.


One idea posted in the Inn of Brodgar Skype chat was to have charterstones disabled when your village shield has taken damage. While this can be avoided for porting help in by having a nearby village with a charterstone, it would still prevent evacuating all your items with 0 risk. At least this way you'd have to take the items out of the village walls/claims and into a different claim to be able to charterstone them out, which leaves you open to risk.


This is actually already the case. Forgot to mention.

Charter Stones are disabled if a village Shield goes below 48000HP. Updating OP.


So technically the defenders have a 10 hour window (from when the catapults are built) to notice a siege and teleport out as many valuables as they can, in a perfectly executed siege. Probably more time if the raiders are lazy.
Seems a bit too forgiving to me, but it certainly works.
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Re: Game Development: Prelude pt. II

Postby LadyGoo » Thu Feb 18, 2016 5:08 pm

jorb wrote:This is actually already the case. Forgot to mention.

Charter Stones are disabled if a village Shield goes below 48000HP. Updating OP.
Great. :D But would people be able to port inside? I can imagine community projects to be sieged quite often. Would be a shame if people could not port in to do their stuff.
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