Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby CapnCliff » Thu Nov 12, 2015 2:39 am

catapults. also. I feel like this should only affect town claims. not private.
Last edited by CapnCliff on Thu Nov 12, 2015 2:41 am, edited 1 time in total.
CapnCliff
 
Posts: 53
Joined: Mon Apr 22, 2013 1:55 am

Re: Game Development: Castles in the Sand

Postby Lunarius_Haberdash » Thu Nov 12, 2015 2:39 am

Based on this change: Bring on the trade tables, like NOW. :D Awesome changes Jorb, lets see what the corner cases look like.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
User avatar
Lunarius_Haberdash
 
Posts: 1478
Joined: Tue Jul 05, 2011 5:14 am

Re: Game Development: Castles in the Sand

Postby RedKGB » Thu Nov 12, 2015 2:40 am

jorb wrote:R'lyeh? No, not at all. That seemed like a fair enough engagement. This is unrelated.


Ok, Thank you.

Now with this, should we be looking for different forms of seige engines coming to the game soon?
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
RedKGB
 
Posts: 730
Joined: Thu Nov 24, 2011 7:54 am

Re: Game Development: Castles in the Sand

Postby ImMortal » Thu Nov 12, 2015 2:40 am

To me the crucial need to keep the gates alway closed was kinda part of immersion into the game. It's cruel worl, we had to be careful to survive. On the other hand punishing people who are dumb enough to leave the gate open was also a mechanic which make this game unique.

Feel like we are approaching WoW now :(
ImMortal
 
Posts: 6
Joined: Wed Dec 21, 2011 5:49 pm

Re: Game Development: Castles in the Sand

Postby venatorvenator » Thu Nov 12, 2015 2:41 am

Astarisk wrote:Yeah, I'm not a fan of jumping the gun on that claim changes. It pretty much just kills raiding entirely.

Can't you ram the walls as usual? I'm assuming it only works if you actually cross the gate.
Last edited by venatorvenator on Thu Nov 12, 2015 2:42 am, edited 1 time in total.
Xcom wrote:Most good things last only a short time
venatorvenator
 
Posts: 1066
Joined: Fri Mar 07, 2014 5:59 pm

Re: Game Development: Castles in the Sand

Postby higherark » Thu Nov 12, 2015 2:41 am

Let me just build a wall and leave the gate open. Nobody can raid me or do anything unless they arbitrarily bash down the wall using a palibasher or sitting at a ram for 24 hours

.....What? I don't even
W3 - Nubcaek Supreme: The Defiler of Planks
W8 - Seargent Derp: The Un-kinned Kinslayer, New Brodgar
W9 - Lieutenant Sprucecap: Militia Commander, New Brodgar
higherark
 
Posts: 79
Joined: Sat Apr 28, 2012 8:54 pm

Re: Game Development: Castles in the Sand

Postby Archiplex » Thu Nov 12, 2015 2:41 am

venatorvenator wrote:
Astarisk wrote:Yeah, I'm not a fan of jumping the gun on that claim changes. It pretty much just kills raiding entirely.

Can you ram the walls as usual? I'm assuming it only works if you actually cross the gate.



Yes.

OP really ought to emphasize the fact that the only thing this changes is that stealing master keys doesn't mean a base is yours for the razing anymore.
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)

W7 - Hermit
W8 - Co-LS of R'lyeh, Owner of the Hermitarium Knowledge Group
W9 - LS of Niflheim
W11 - Hermitage (named Niflheim)
W12 - Hermit -> some rando ass village i forgot the name of that i joined
W10,13-15 - N/A
User avatar
Archiplex
 
Posts: 1260
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 2:42 am

RedKGB wrote:Now with this, should we be looking for different forms of seige engines coming to the game soon?


It's certainly something we want to work with, yes.

I can add that it becomes a lot easier to think about that matter when it is decoupled entirely from the question of peaceful interactions.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18263
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Castles in the Sand

Postby COOKINGPAPA » Thu Nov 12, 2015 2:42 am

2000 stones :shock:
COOKINGPAPA
 
Posts: 10
Joined: Thu Jul 07, 2011 9:47 am

Re: Game Development: Castles in the Sand

Postby ChildhoodObesity » Thu Nov 12, 2015 2:43 am

jorb wrote:
Kelody wrote:Does that mean stealing a master key is no longer a ticket to plunder?


Indeed. Another change that seems positive.

its not a positive change this is v dumb jorb y wud u do this!!!!!!11
User avatar
ChildhoodObesity
 
Posts: 4158
Joined: Tue Apr 10, 2012 8:16 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Naylok, Python-Requests [Bot], uniqm1 and 21 guests