Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby jorb » Sat Feb 29, 2020 2:58 pm

Headshot wrote:
[*] The claim drops two power levels during the vulnerability, rather than down to zero.
[*] The vulnerability window is 4 hours, rather than 8.

So basically it means that @ level 4 -> 5 you got only 4h window to place ram that will dry at least 6 hours? Thats gg, no fun raids.


You can stil place the ram beforehand if you discover that the claim will rejuvenate. It would still be easier to attack. Admittedly, this is significantly more lenient for the defenders.
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Re: Prelude: World 12

Postby APXEOLOG » Sat Feb 29, 2020 3:00 pm

jorb wrote:
  • The claim drops two power levels during the vulnerability, rather than down to zero.
  • The vulnerability window is 4 hours, rather than 8.


This two changes in pair doesn't make sense, because it becomes basically impossible to raid villages at 5'th power level. I suggest to revert first change. Just reduce the vulnerability window.

jorb wrote:Inspecting a claim for vulnerability status costs 1 unit of Brimstone.

You will basically need to spend ~25 brimstones (1/day) just to find a day when the powerup will start (counting 2 weeks for 1 lvl drop and 2 more weeks to offset powerup process). Then you will need to camp up to 24 hours to find the vulnerability window. Then you will need 10 brims * ram to have a chance. So if you want to raid someone, how many brimstone you suppose to have exactly?

I'd say that vulnerability window should not be hidden, it should be visual. For example claim color should become yellow, when claim is vulnerable
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Re: Prelude: World 12

Postby VDZ » Sat Feb 29, 2020 3:16 pm

jorb wrote:
  • The claim drops two power levels during the vulnerability, rather than down to zero.


Are you for real? This makes established villages practically untouchable and thus encourages redirecting siege efforts to newbies and smaller bases. As I posted in response to the original suggestion:

VDZ wrote:
Ozzy123 wrote:A simple fix would be to make the power level go down by 2/3 levels instead of going back to 0 BUT power level should stay at this level until there are any enemy siege engines on the claim. That + making the vulnerability window shorter. Really noone wants to spend 8 hours every 2 weeks looking at their screen just to make sure noone puts a ram down at their walls.


That 'simple fix' would precisely lead to newbies and inactive players getting sieged more often. Active villages will always have their claims at the higher levels beyond the early world, so they remain well-protected from siege. People who are just setting up and people who don't Charge often enough, though? They get fucked, because the brimstone needs to go somewhere (otherwise it'll decay). With major villages having vulnerability windows, that brimstone is much better spent sieging the places with actual loot (thus diverting attention from less interesting bases), but you lose that if they don't get proper vulnerability windows. Remember: Your base still needs to be worth the brimstone and effort, and I expect brimstone to be a lot more valuable in this world.


84 hours into the world (3.5 days), the most active villages (also the ones most capable of defending themselves and the ones that should be the target of value sieges (as opposed to griefing sieges)) will become tons harder to siege than other claims (3 to 4 hours during vulnerability windows), and 28 hours later their 'vulnerability' forces 6-8 hours of drying time. Another 28 hours (in total, less than 6 days) and their 'vulnerability window' now requires a drying time of 15-20 hours, basically bringing us back to the w11 system. But only for the established villages; less active players do get fucked. Once on level 5 the village can just hit Charge daily because nobody's going to bother sieging for 20 hours. This change ruins the entire system, turning it exactly into the newbie slaughterfest people are fearing (because those are the only ones still vulnerable with this change).

The other two changes are good (though a brimstone per check is a pretty steep price). But it doesn't matter when the only targets that can be reasonably sieged are people who can't defend themselves and aren't worth raiding except for griefing purposes. I imagine that I personally will be safe, but this is not going to encourage proper PvP and will just hurt less active players.
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Re: Prelude: World 12

Postby jorb » Sat Feb 29, 2020 3:22 pm

One of the central points we wanted to accomplish with my change was to give claims a longer period of establishment. Noobs do not necessarily have young claims.
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Re: Prelude: World 12

Postby VDZ » Sat Feb 29, 2020 3:28 pm

jorb wrote:One of the central points we wanted to accomplish with my change was to give claims a longer period of establishment. Noobs do not necessarily have young claims.


There is certainly something to be said for that, but the current systems - particularly Brimstone decaying over time - very strongly encourage aggression to vulnerable targets. When only young claims are vulnerable, the vast majority of the vulnerable targets will be newbies who just set up their base, people who aren't fully familiar with the game's systems or people who don't have much time to play (the 6 days is only when you do everything with the right timing, which major villages will do but less active players cannot).

But most of all: This does not encourage healthy inter-faction siege. If it doesn't allow for actual proper PvP, what purpose is there in this change? Were newbie claims such an issue that you suddenly need to make a hugely controversial change that makes it really easy to grief newbies?
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Re: Prelude: World 12

Postby Vigilance » Sat Feb 29, 2020 3:33 pm

MagicManICT wrote:
Wunsz wrote:trolls to be more frequent in general, mammoths and cave snails to be more frequent i haven't see one cave snail in this world

I lived close to a mountain spawn for mammoths this world, and they were common enough (though nobody in my village wanted to tackle them). Not sure about snails... I've never seen one. For trolls... maybe the cave hermit credo is what you're after?

Pretty sucky credo path should not be mandatory to experience trolls relatively reliably, imho, speaking as someone who did it five times this world. Lower levels should be far richer with them.

I think we should have a lesser green creature roaming the cave layers, similar to trolls, but not a mining situational thing. In general *big underground life* is quite sparse as the snails more or less do not exist (I've encountered 2 this world, 0 last world, and I spend probably 90% of my online time in the mines.)
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Re: Prelude: World 12

Postby Potjeh » Sat Feb 29, 2020 3:45 pm

I'm not a huge fan of hunting for invisible nodes for crop quality. Since the game can distinguish individual continents, how about having continent-wide crop quality caps? Or at least continent wide base quality, and then only tiny variation in nodes? I think it'd be nice to give each continent a bit of unique flavor.
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Re: Prelude: World 12

Postby Vigilance » Sat Feb 29, 2020 3:52 pm

i actually really like your suggestion potjeh
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Re: Prelude: World 12

Postby Gutharr » Sat Feb 29, 2020 3:58 pm

jorb wrote:Decided to make the following changes:
  • The claim drops two power levels during the vulnerability, rather than down to zero.
  • The vulnerability window is 4 hours, rather than 8.
  • Inspecting a claim for vulnerability status costs 1 unit of Brimstone.

Updating OP. We're still working, so there's more coming.


Sounds like a good compromise.


And to people that are afraid that hermits will get raided more :
It's only logical that being alone is more dangerous than being in a group.

Hermit =more freedom, more danger

Village = less dangerous but you have to coordinate with others


But hermit have in general low q stuff so raiding them isn't really worth it anyway
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Re: Prelude: World 12

Postby ghandhikus » Sat Feb 29, 2020 4:02 pm

jorb wrote:Decided to make the following changes:
  • The claim drops two power levels during the vulnerability, rather than down to zero.
  • The vulnerability window is 4 hours, rather than 8.
  • Inspecting a claim for vulnerability status costs 1 unit of Brimstone.

Updating OP. We're still working, so there's more coming.



If I would like to point out one problem that this game has, it's you devs. Your post didn't address most of mentioned problems in this thread, to the point of your changes sounding lazy.
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