Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby azrid » Sun Mar 01, 2020 4:26 pm

looking forward to the multi layer claim fixes down the line so we can have fun things
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Re: Prelude: World 12

Postby fenrirfenix » Sun Mar 01, 2020 5:43 pm

Siege camps.

If someone has such a hard on for pvp and sieging put the onus on them to put the work in rather than just waiting for a weakness window or spamming alts to check for openings or whatever.

New camp idol to declare a siege over a broad area that overrides all claim protections even if they are stacked over each other within a certain distance. Some drying time before it's done to give people the opportunity to destroy it proactively or get ready to defend. Siegers would have to actively defend their shit, build walls, make a space to prepare all their rams or whatever. Hermits could see it coming and cry for help and do gooders could come siege the siegers.

I honestly have no idea how rams work but if it's a distance before repair situation, have unlimited distance within siege idol radius and have battering walls wear down ram durability. So if there is ten walls, build ten rams or something. Something something needing more resources going into a siege relative to how hardcore the defenses are. I think prebuilding a squad of rams in preparation for the claim being ready, then unleashing them once the time comes is a good opportunity for sabotage.

Maybe subsequent siege flags that extend a small radius to push into deeper defenses. Siege camps should have some built in timer so it's not a permanent no defense zone

Some cooldown relative to siege length for the area/defending claim, plus a considerable cost so you shouldnt be able to spam siege claims. There would be some concern for pretend sieges triggering cooldowns perpetually

Also attackers have to swear oaths to the claim and it flags them for pvp so defenders can take free shots at them without murder or crimes.

This has been my incoherent ted talk

Edit: also as the timer wears on for the siege drying time is reduced. Have quick dry rams and siege equipment during some small window at the apex of a siege. Same for defenders. The faster the attacking siege weapons, the faster the defender rams to knockdown the siege camp walls and break their shit
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Re: Prelude: World 12

Postby xdragonlord18 » Sun Mar 01, 2020 5:57 pm

jorb wrote:Since it is what creates the various shenanigans in terms villages within villages, and so on.


  1. Convert all village claim and banner areas of effect into quads
  2. Union all quads
  3. Combine edges that share a point into a single list
  4. If you have more than 1 list at the end then you have a hole.

If you want to allow villages with holes but not villages wrapped around other villages

  1. Find if target village has a hole
  2. Generate convex hull of target village
  3. Generate quads of nearby village claims
  4. If any of the resulting quads intersect with the convex hull of the target village then you have a village inside the hole
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Re: Prelude: World 12

Postby Astarisk » Sun Mar 01, 2020 6:48 pm

Let's not pretend that people wont still find a way to abuse that detection. I'm sure the end result will still be the same, minus a 1x1 tile gap that is made to bypass detection and be fortified enough to be nearly un-siegable.
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Re: Prelude: World 12

Postby xdragonlord18 » Sun Mar 01, 2020 7:01 pm

Astarisk wrote:Let's not pretend that people wont still find a way to abuse that detection. I'm sure the end result will still be the same, minus a 1x1 tile gap that is made to bypass detection and be fortified enough to be nearly un-siegable.

1x1 gap is still a 1x1 area of wall with no claim protection. It's also trivially easy to create a larger buffer than 1x1. Theres no need to pretend they will find a way to abuse that detection because they can't.
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Re: Prelude: World 12

Postby shubla » Sun Mar 01, 2020 8:07 pm

xdragonlord18 wrote:
Astarisk wrote:Let's not pretend that people wont still find a way to abuse that detection. I'm sure the end result will still be the same, minus a 1x1 tile gap that is made to bypass detection and be fortified enough to be nearly un-siegable.

1x1 gap is still a 1x1 area of wall with no claim protection. It's also trivially easy to create a larger buffer than 1x1. Theres no need to pretend they will find a way to abuse that detection because they can't.

I don't think that detection of those things that you described is a problem for devs. But issue is loopholes, abuse and possibly other methods.
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Re: Prelude: World 12

Postby VDZ » Sun Mar 01, 2020 9:07 pm

xdragonlord18 wrote:
Astarisk wrote:Let's not pretend that people wont still find a way to abuse that detection. I'm sure the end result will still be the same, minus a 1x1 tile gap that is made to bypass detection and be fortified enough to be nearly un-siegable.

1x1 gap is still a 1x1 area of wall with no claim protection. It's also trivially easy to create a larger buffer than 1x1. Theres no need to pretend they will find a way to abuse that detection because they can't.


What if that 1x1 (or larger) gap leads only to a cliff and provides no access to the inner area? That's just one example of a loophole.
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Re: Prelude: World 12

Postby xdragonlord18 » Sun Mar 01, 2020 9:48 pm

VDZ wrote:What if that 1x1 (or larger) gap leads only to a cliff and provides no access to the inner area? That's just one example of a loophole.

Sounds more like a siege problem than a problem with detecting a village encased in another village. That answer isn't really helpful so here's something that would be more helpful: convert nearby cliff (or really anything else impassible) hitboxes to quads and include them in the union. Another solution is to not allow irregular shaped bases at all.
Last edited by xdragonlord18 on Sun Mar 01, 2020 9:49 pm, edited 1 time in total.
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Re: Prelude: World 12

Postby Deadlift_pro » Sun Mar 01, 2020 9:49 pm

haven 2d WHEN?
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Re: Prelude: World 12

Postby Liss12 » Sun Mar 01, 2020 10:13 pm

Guys i have the idea listen to me. It have nothing to do with siege controversy tho. Its basically a shower thought.

WHAT IF we copy couple of layouts of existing settlements (lets say some buildings parts of the walls etc. perhaps couple of cupboards with remainings of randomly selected loot) from current world and put it somewhere in lvl 7-8 of caves of the next world as the ruins of previous civilization? Wouldn't it be cool to ocasionally stumble upon such a memento while digging shit in the mines? We might aswell scatter couple of existing chests as treasures to randomly dug out. Ofc all loot inside must be tuned down to reasonable levels of Q.
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