Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 12:09 am

NoBizd wrote:
Ozzy123 wrote:If you wanted to siege a village with 4 layers of brickwall you would need to siege it and guard your siege engines for 120 hours. I think everyone will agree that it makes sieging literally impossible, noone will play non stop for 120 hours. And you can't really guard the catapult aswell because someone can just rush at it with 10 alts with pickaxes and bash it.

It will take less if you will move your best catas to next brickwall and repair them, so only waiting 8 hours per layer, not 24 every wall.


The brickwalls can be far away from each others though so it would be faster to just build new catapults than to move them xd
Confirmed best farmer in the game

epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
User avatar
Ozzy123
 
Posts: 2267
Joined: Sat Feb 11, 2012 4:27 pm

Re: Prelude, pt. II: World 11 Changelog

Postby VDZ » Thu Jan 31, 2019 12:10 am

First of all, thank you for providing an ETA, that really helps. I'll check if I can get my day off moved from Friday to Monday :)

jorb wrote:[*] There is now decay in caves, albeit only about 1/10th of what it is in the overworld.


Cupboards still take only a single decay hit to break, right? One of the biggest advantages (maybe THE biggest advantage?) of cave homes was that you could just place cupboards wherever instead of having to put them all inside houses. With them being destroyed in one decay hit, even at only 1/10th of overworld decay, or even at 1/100th of overworld decay, this becomes infeasible because an entire cupboard suddenly vanishing can be devastating, making this a massive nerf to cave homes (as well as mining mini-bases and the like). Could we get a buff/exception for cupboards so they can survive cave decay if actively repaired, or is this an intentional change to make cupboards in caves infeasible?
User avatar
VDZ
 
Posts: 1105
Joined: Sun Jul 17, 2011 2:27 am

Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 12:11 am

VDZ wrote:Cupboards still take only a single decay hit to break, right? One of the biggest advantages (maybe THE biggest advantage?) of cave homes was that you could just place cupboards wherever instead of having to put them all inside houses. With them being destroyed in one decay hit, even at only 1/10th of overworld decay, or even at 1/100th of overworld decay, this becames infeasible because an entire cupboard suddenly vanishing can be devastating, making this a massive nerf to cave homes (as well as mining mini-bases and the like). Could we get a buff/exception for cupboards so they can survive cave decay if actively repaired, or is this an intentional change to make cupboards in caves infeasible?


Just build houses then?
Confirmed best farmer in the game

epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
User avatar
Ozzy123
 
Posts: 2267
Joined: Sat Feb 11, 2012 4:27 pm

Re: Prelude, pt. II: World 11 Changelog

Postby NoBizd » Thu Jan 31, 2019 12:14 am

Ozzy123 wrote:
NoBizd wrote:
Ozzy123 wrote:If you wanted to siege a village with 4 layers of brickwall you would need to siege it and guard your siege engines for 120 hours. I think everyone will agree that it makes sieging literally impossible, noone will play non stop for 120 hours. And you can't really guard the catapult aswell because someone can just rush at it with 10 alts with pickaxes and bash it.

It will take less if you will move your best catas to next brickwall and repair them, so only waiting 8 hours per layer, not 24 every wall.


The brickwalls can be far away from each others though so it would be faster to just build new catapults than to move them xd

4+ brick walls, far away from eachother, are usually fractions villages. And those are raided by other big fractions, so yeah - there is plenty of people to change every few hours in defing catas. :roll:
User avatar
NoBizd
 
Posts: 35
Joined: Mon Apr 23, 2012 4:49 pm

Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 12:16 am

NoBizd wrote:4+ brick walls, far away from eachother, are usually fractions villages. And those are raided by other big fractions, so yeah - there is plenty of people to change every few hours in defing catas. :roll:


No, it doesn't work like that. Even if you get 10 people changing every 10 hours or something then the defenders can still group up and just go as 30 or 50 people and destroy the siege engines at anytime they want.
Confirmed best farmer in the game

epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
User avatar
Ozzy123
 
Posts: 2267
Joined: Sat Feb 11, 2012 4:27 pm

Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:16 am

An attacker can scale up the number of attacking catapults almost arbitrarily.

An attacker can use a battering ram, which, if well powered, should deal significantly more damage than catapults.
"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: 16872
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 12:17 am

tbh the old siege system is about 100000x better than this
User avatar
ChildhoodObesity
 
Posts: 3892
Joined: Tue Apr 10, 2012 8:16 am

Re: Prelude, pt. II: World 11 Changelog

Postby strpk0 » Thu Jan 31, 2019 12:17 am

Small question about the changes to Rage (and being able to murder people who own the Rage skill):

Does having not learnt the Rage skill also block you from murdering someone?
Because otherwise I can see it becoming a problem that someone would raise a fighter character, entice people to aggro them in some way and be able to fight back and murder them with no risk of their own deaths involved.
Granger wrote:Fuck off, please go grow yourself some decency.

Image
User avatar
strpk0
 
Posts: 705
Joined: Sat Sep 03, 2011 11:44 pm

Re: Prelude, pt. II: World 11 Changelog

Postby NoBizd » Thu Jan 31, 2019 12:18 am

Ozzy123 wrote:
NoBizd wrote:4+ brick walls, far away from eachother, are usually fractions villages. And those are raided by other big fractions, so yeah - there is plenty of people to change every few hours in defing catas. :roll:


No, it doesn't work like that. Even if you get 10 people changing every 10 hours or something then the defenders can still group up and just go as 30 or 50 people and destroy the siege engines at anytime they want.

So just gather group of 30 or 50 people then by yourself for attack if it's so simple? That's how real world works. You don't attack the group of people that have number advantage over you.
User avatar
NoBizd
 
Posts: 35
Joined: Mon Apr 23, 2012 4:49 pm

Re: Prelude, pt. II: World 11 Changelog

Postby SuperTrix » Thu Jan 31, 2019 12:18 am

Wow, nice changes!
User avatar
SuperTrix
 
Posts: 2
Joined: Fri Aug 28, 2015 10:56 pm
Location: World 3

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: No registered users and 4 guests