Game Development: This Little Light O' Mine

Announcements about major changes in Haven & Hearth.

Re: Game Development: This Little Light O' Mine

Postby Duane » Wed Apr 27, 2016 2:08 am

Just make it so hearthfires can be looted after 48 hours of inactivity. Problem solved-ish.
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Re: Game Development: This Little Light O' Mine

Postby loftar » Wed Apr 27, 2016 2:19 am

Duane wrote:Just make it so hearthfires can be looted after 48 hours of inactivity. Problem solved-ish.

Welcome bots to log in every 24 hours.

ChildhoodObesity wrote:
loftar wrote:
ChildhoodObesity wrote:i think a nice solution to these problems is while village is being sieged logged in chars can not log out

Then every village would simply have an unclaimed hole in it where vault alts can log out, though.

yea i thought about this but im sure there are ways to counter it such as "you cant be exiled or leave the village while under siege" and you need rights to take these items although you would need to counter pclaim rights and counter people koing their alts and putting lewt on them

It certainly ain't so easy that you can't just hand-wave it away, though. If you try to solve it through not being able to leave the village, then you'd simply have alts around that weren't in the village from the outset. And of course, if you have an unclaimed hole, then there would be no rights to check.


And just to let it be said, the aim of this patch wasn't strictly to make raiding harder, but rather just to remove the more retarded modes of raiding. That raiding became harder is mostly a consequence of that, rather than the main intention. If raiding now became too hard (which, mind you, is not a priori obvious), then I'm sure it can be balanced in other, less 'tarded, ways.
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Re: Game Development: This Little Light O' Mine

Postby Duane » Wed Apr 27, 2016 2:28 am

loftar wrote:If you try to solve it through not being able to leave the village, then you'd simply have alts around that weren't in the village from the outset. And of course, if you have an unclaimed hole, then there would be no rights to check.


Duane wrote:You could get a lantern from broken village claims that shows you ghosts of logged out characters related to the village near village property. Make them lootable or something, I don't know.

Then, if people would make it so that their alt vaults weren't part of the village, they'd have to make it so that non-members had all permissions, because nobody would make an alt-vault that left crime scents, as it would be forced to stay logged in. Problem solved. Sieging them would not leave scents because of that permission restriction, and if you left no scents while sieging, you'd know they had alt vaults nearby. Hunt 'em down with the lantern. Fuck 'em. Fuck 'em dead.

Anyone who alt-vaulted more than the duration of a Theft scent in advance would be immune, but if they're willing to do that, the stuff was impossibly safe anyway.



Quoted myself with a revision or two. Is there a loophole in there anywhere? I think that sieging making alt-vaults vulnerable is 100% what should happen. Sieging is an ultimatum. Hiding behind mechanics that make your items non-participants in sieging is retarded.
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Re: Game Development: This Little Light O' Mine

Postby loftar » Wed Apr 27, 2016 2:31 am

Duane wrote:You could get a lantern from broken village claims that shows you ghosts of logged out characters related to the village near village property.

How would you determine what characters are "related to the village"?

Duane wrote:Then, if people would make it so that their alt vaults weren't part of the village, they'd have to make it so that non-members had all permissions, because nobody would make an alt-vault that left crime scents

Or, again, you'd just leave an unclaimed hole in the middle of the village for the vault alts.
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Re: Game Development: This Little Light O' Mine

Postby MrBunzy » Wed Apr 27, 2016 2:34 am

I think it's probably never going to be possible to force people to give up loot after a siege, and honestly I'm pretty ok with this because sieging for the sole purpose of loot is kindof dumb. Something I think siege should be able to accomplish however is killing outlaw'd perpetrators once you track them to their village. Currently, even if you are outside camping for the full time, it's incredibly easy to sneak scented characters out of a village and find a palisade to hide in elsewhere. I've seen some success with blocking off gates using houses and surrounding the village with sentry alts, but honestly these are pretty shitty ways to accomplish it and something more formally built in would be nice. For instance how about being able to temporarily blockade gates with some sort of structure, maybe costing brimstone? Or some way to temporarily prevent a character from leaving a claim they are on if you have their scent, like something to stick on a dolomon?
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Re: Game Development: This Little Light O' Mine

Postby Duane » Wed Apr 27, 2016 2:39 am

loftar wrote:
Duane wrote:You could get a lantern from broken village claims that shows you ghosts of logged out characters related to the village near village property.

How would you determine what characters are "related to the village"?

If someone is:

  • Standing On Village-Claimed land
  • Standing On a claim that overlaps the village-claimed land
  • Standing anywhere below ground that authority objects could be built by the village.
  • Has a hearthfire on the village, authority-object-applicable location, or on a claim that overlaps village-claimed land.

They're associated with the village. At least at the time. This would consider anyone who is logged out, or logged in.

You couldn't use it to grief people that aren't part of the village by overlapping them with authority, because of how village claims and personal claims currently interact (If the village is younger it can't hurt the pclaim), but you can use it to find people on village property that aren't directly part of the village. Then again if they're in a village that gets its village claim bashed, safety shouldn't be assured. If a trader is on your land and your shit gets broke, they should be as open-season as anyone else on the claim. What's more, this system means you wouldn't be able to raid alt vaults unless you truly, 100% salted the earth and broke their village claim.

I would rather it overlap unrelated, non-village people in sieged settlements than let alt-vaults go off scott-free as it is now.

MrBunzy wrote:I think it's probably never going to be possible to force people to give up loot after a siege
Stopped reading there. It shouldn't be something you force on them - it should happen as a direct result of a siege. If you are SIEGED you should LOSE EVERYTHING. Sieging only happens right now because there's a cap on content. Quality grind doesn't exist past a point, there's no reason to play once you hit the effective cap. The only thing to work towards is DICKING NERDS.
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Re: Game Development: This Little Light O' Mine

Postby loftar » Wed Apr 27, 2016 3:02 am

Duane wrote:
  • Standing On Village-Claimed land
  • Standing On a claim that overlaps the village-claimed land
  • Standing anywhere below ground that authority objects could be built by the village.
  • Has a hearthfire on the village, authority-object-applicable location, or on a claim that overlaps village-claimed land.

So how does it counter the unclaimed hole inside the village?
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Re: Game Development: This Little Light O' Mine

Postby Archiplex » Wed Apr 27, 2016 3:08 am

Being in a sieged village gives you the "under attack" debuff for 24 hours, or until the claim shield is healed to maximum

Logging out while having this debuff will drop all items into a small container in the logout location.

This lets people try to escape with their goods (risking getting attacked by raiders while escaping), protecting characters who were never online during siege, while preventing alt vaulting.

I don't believe people should HAVE to fight- but a choice between fight/flight seems healthy, and opens up scenarios such as emergency underground tunnels leading you away from the village (which conversely, could be used to get IN to the village in the first place, or ganked if the enemy finds it)

Maybe the only issue that i can see is people would use alts to run with goods- which still risks them and all, so it seems fair game to me.
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Re: Game Development: This Little Light O' Mine

Postby smileyguy4you » Wed Apr 27, 2016 3:13 am

sigh, i give up trying to point out/argue for the smaller groups of players or the hermits, the tides have well past turned and the majority of ppl voicing their opinions on here seem to push mechanics and changes that benefit the large factions and excuse the lack of any sort of defense or safety from it for smaller groups/hermits (as they call them noobs) as not a concern. In world 8 there was distance and travel time to help protect people that didnt want to just get rolled by the larger factions, but they complained and the map was shrunk, and now this world that isnt there and they are saying find somewhere there isnt alot of people and hide or no one would spend the resources on a small village or hermit, or the even more ridiculous, if you didnt do anything wrong you wont get raided.....im done trying, troll away :roll:
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Re: Game Development: This Little Light O' Mine

Postby Archiplex » Wed Apr 27, 2016 3:17 am

smileyguy4you wrote:sigh, i give up trying to point out/argue for the smaller groups of players or the hermits, the tides have well past turned and the majority of ppl voicing their opinions on here seem to push mechanics and changes that benefit the large factions and excuse the lack of any sort of defense or safety from it for smaller groups/hermits (as they call them noobs) as not a concern. In world 8 there was distance and travel time to help protect people that didnt want to just get rolled by the larger factions, but they complained and the map was shrunk, and now this world that isnt there and they are saying find somewhere there isnt alot of people and hide or no one would spend the resources on a small village or hermit, or the even more ridiculous, if you didnt do anything wrong you wont get raided.....im done trying, troll away :roll:


Perhaps then it should be that these smaller hermits and groups need to be able to get on equal fighting grounds as the larger factions- not by numbers, but stats of course.


However, wanting to avoid all interaction and conflict by just being annoyingly distant away from all breathing life and effectively play solo? No, that's just unhealthy for the game overall.

Hermits and smaller groups should be able to deal with conflict- but not avoid it entirely.
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