Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby Vigilance » Mon Feb 24, 2020 4:22 am

Juukin wrote:What happened with the combat changes ? Would've loved to see those implemented. Old combat is getting boring.

https://www.youtube.com/watch?v=-Xng2BqUaME

Gief plz

ping based directional combat AND huge zerg buffs? the world of the eastern european impends
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Re: Prelude: World 12

Postby Burinn » Mon Feb 24, 2020 4:24 am

Vigilance wrote:
Juukin wrote:What happened with the combat changes ? Would've loved to see those implemented. Old combat is getting boring.

https://www.youtube.com/watch?v=-Xng2BqUaME

Gief plz

ping based directional combat AND huge zerg buffs? the world of the eastern european impends


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Re: Prelude: World 12

Postby kitsune121x » Mon Feb 24, 2020 4:32 am

I think at the beginning of a new world I think all claimed should start at level 2 and require some skill points in maintenance to keep it up to level two
after a month make the default level one one claim for account gets this bonus otherwise it will be level one
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Re: Prelude: World 12

Postby Astarisk » Mon Feb 24, 2020 4:33 am

These siege changes are gonna be just as abused as all the others. The main difference here is that this one effects the low tier players more-so than the high tier players.

The first two things that come to mind is as follows:

We will see a repeat of the shield system in w10 where we find an inner core village surrounded by another outer village. In this system you just make sure the outer layer is always fully repaired and strengthened before you upgrade the power on the inner core village. This system has already been present in several worlds and fits perfectly with the current proposed model of siege.

Another big abuse in the system can be summed up in math. A ram can move 7.5 tiles before it needs to be repaired. It takes an hour to charge a new ram or an hour to repair it. We need to delay for a period of 8 hours. The max distance a ram can function in this period of time is 7.5 * 8 which comes out to 60 tiles.

What this means is that all a village needs to do is space a wall every 8 (lets just round up) tiles for a total of 8 walls taking up a space of 64 tiles. To a regular player this might seem to be tedious or unfeasible, but for the groups that spend all day complaining that siege in the current iteration is too hard (along with the past iterations) this is practically nothing. The ones who complain about siege are going to be the first to make sure they can't be placed under siege. This is a change that only effects the first month for the real power gamers and the lifetime of any hermit and casual player.

At the end of the day there is also nothing preventing you from applying both these methods to form an un-raidable base once again.
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Re: Prelude: World 12

Postby Ysh » Mon Feb 24, 2020 4:46 am

Astarisk wrote:These siege changes are gonna be just as abused as all the others. The main difference here is that this one effects the low tier players more-so than the high tier players.

The first two things that come to mind is as follows:

We will see a repeat of the shield system in w10 where we find an inner core village surrounded by another outer village. In this system you just make sure the outer layer is always fully repaired and strengthened before you upgrade the power on the inner core village. This system has already been present in several worlds and fits perfectly with the current proposed model of siege.

Another big abuse in the system can be summed up in math. A ram can move 7.5 tiles before it needs to be repaired. It takes an hour to charge a new ram or an hour to repair it. We need to delay for a period of 8 hours. The max distance a ram can function in this period of time is 7.5 * 8 which comes out to 60 tiles.

What this means is that all a village needs to do is space a wall every 8 (lets just round up) tiles for a total of 8 walls taking up a space of 64 tiles. To a regular player this might seem to be tedious or unfeasible, but for the groups that spend all day complaining that siege in the current iteration is too hard (along with the past iterations) this is practically nothing. The ones who complain about siege are going to be the first to make sure they can't be placed under siege. This is a change that only effects the first month for the real power gamers and the lifetime of any hermit and casual player.

At the end of the day there is also nothing preventing you from applying both these methods to form an un-raidable base once again.

Yes, I have been think about this one a bit too. I am not big time PvP champion player sure, so it is just some books theory from me, but I have come to similar concluding I think.

I did not consider from angle of ram, but rather angle of catapult. It seem to me that man with unlimited access to catapult can create catapult in such fashion as to advance the 4 tile distance on him per one hour of time, assumed opponent will build archer tower. If there is multiple walls scenario, then if attacker must penetrate more than 4 * 8 = 32 tiles distance, then he can not do it in 8 hours window. Actual mathematical calculation is maybe not so important exact, but I think there is some distance where 8 hours is not enough time to surpass this distance due to mechanical limiter.

Below is image of some calculations I do on this so other men can check my work:

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Re: Prelude: World 12

Postby ctopolon4 » Mon Feb 24, 2020 4:47 am

no any word about broken hunting (reagro fleeing animals, mammoth in palisades with no vandal perms, spear dmg over trees and boulders)
what about seasonable questing (you always got quests with 10-20 RL days timer (bear & frog at 1 winter day))
i have to spend another 3 month to become scholar? how about make credos most part of gameplay?(not only abandon\speedup 1quest per day when here 100+ quests per credo)
and botting ofc, when you already do 1 official playable client?
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Re: Prelude: World 12

Postby TheOriginalFive » Mon Feb 24, 2020 4:59 am

Make snekkjas a bit more durable than hand-bashing, perhaps? Or at least not bashable by animals.
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Re: Prelude: World 12

Postby Ninijutsu » Mon Feb 24, 2020 6:24 am

Exciting.
Of another era.
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Re: Prelude: World 12

Postby NoBizd » Mon Feb 24, 2020 7:06 am

I am excited about the new world. Most of the changes looks good so far, at least on paper. I also like the W12 trailer movie (ent-like-creature! ୧☉□☉୨ ). But as other in this topic I am really affraid about new siege system, it can be abused too easy in at least few diffrent ways. Like making unsiegable base would be easy for every big faction/NEET, and hermits/casuals would be fucked in the ass every 2 weeks as they usually don't have 8 hours of free time in row to def/enough people to swap when defing. Don't get me wrong - I'm not fan of "100% being safe" neither of "RAID EVERYTHING". But I am sure we can figure something better, even in previous posts there were good ideas/improvments for J&L proposition.

MarcusXDead wrote:
jorb wrote:Not at all opposed to various adjustments. These are the changes we have made right now, but I do not mind tweaking, for example, particular timers, the inspection mechanic, or the like.

About credos - I beg you to *at least* go through current quests, rewards, and dependings and adapt them for new world. As someone said before, fishing and farming is a must for almost every direction. Some quests will be totally impossible to do during different seasons.
Please, oh please don't make it into another altfest. You can screw over scholars credo all you want, since viewtopic.php?f=48&t=67067 this shouldn't be a good thing ( I mean people doing 9 scholar alts to abuse ageless ice) but have mercy to other credos.
...Because doing this don't feel like credo at all. It's something painfull people have to go through.

EDIT: How about adding more starting credos? Currently it's fishing/foraging/hunting, and you must do them to proceed. Maybe you should add more "directions"? Like, making quarryman and farmer starting credos as well.
For example, if you remove foraging requirement in lumberjack credo, and make quarryman starting credo getting to blacksmith would be easier. Just, like, rework those connections so there'd be more "input" routes, you know? One shouldn't have all the credos, but letting people to get to something without doing 10 other credos (not even really logically connected) is a good thing.

I agree, credos need to be reworked. Of course they shouldn't be something that everyone has, more like a addition to gameplay that requires some effort to get, but fixing some quest that are impossible to be done at X season or are TOTAL random (experience XYZ) should be done before new world starts. I really like MarcusXDead idea about changing the tree of credos, some of them moved to tier 1 would be dope.
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Re: Prelude: World 12

Postby Uriel » Mon Feb 24, 2020 7:13 am

God damn it, not again. I was clean for so long.
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