shubla wrote:Siege will never work because it will be always too hard or too easy.
Middle ground is probably not possible with how HnH works currently.
shubla wrote:All time used to design siege system is thus wasted time.
Zentetsuken wrote:shubla wrote:Siege will never work because it will be always too hard or too easy.
Middle ground is probably not possible with how HnH works currently.
Why though? This is such useless feedback.
Take the time to explain why you think this and maybe for once you can actually help to create some positive change.
Zentetsuken wrote:some stuff, mainly pictured by what his avatar emits
wonder-ass wrote:its the simple truth. the core game mechanics do not allow for a fair and fun siege mechanic.
jorb wrote:wonder-ass wrote:its the simple truth. the core game mechanics do not allow for a fair and fun siege mechanic.
What would need to change? What in the present mechanics makes you say that?
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
jorb wrote:wonder-ass wrote:its the simple truth. the core game mechanics do not allow for a fair and fun siege mechanic.
What would need to change? What in the present mechanics makes you say that?
jordancoles wrote:jorb wrote:wonder-ass wrote:its the simple truth. the core game mechanics do not allow for a fair and fun siege mechanic.
What would need to change? What in the present mechanics makes you say that?
Archer towers cost blocks/glue/rope while repairing a ram costs brimstone which is a much harder material to come by. If you camp your ram 24/7 and counter siege their archery towers with your own you are still likely to only raid an empty shell. If you do pull off a legitimate and destructive raid the defenders/losers are met with a handful of harsh realities:
Permadeath, loss of large time investments into industry and the infinite quality grind on literally everything, which if lost, puts you out of the game, etc
If you are raided and lose your high q seeds/smelters/access to mines/animals that you've literally spent every waking moment raising since world start it is just game over for you. You either need to pay literal money (20+ tokens just for a high q axe/pickaxe), join another group that hasn't yet been raided, or start from scratch which most would agree just isn't an option if you had already reached a mid-late-game level of success in your first base.
When you find yourself far behind in this game you take on a "what's the point" mindset and that leads to inactivity and less hat sales
shubla wrote:Zentetsuken wrote:some stuff, mainly pictured by what his avatar emits
My feedback is not useless, rather quite the opposite.
Devs have only a limited time available, using that for siege is wasteful, because results will be poor. I am sure that there are some other aspects of the game that time can also be used towards, with better results.
Just think about it. What would the perfect siege system accomplish? You either are able to raid some guy or are not able to, there is no middle ground.
There are small villages, big villages, very active players, not so active players, making "balanced" siege system is just impossible. And out of the two options (either no one gets raided or all/certain groups of people get raided constantly) I think that the former one is better one.
jorb wrote:Ants wrote:jorb wrote:The looks are the baseline of the implementation. Apart from some obvious mechanics, that's where the focus should lie.
When are we getting a siege update?
Any ideas for what a siege update would contain?
jordancoles wrote:jorb wrote:wonder-ass wrote:its the simple truth. the core game mechanics do not allow for a fair and fun siege mechanic.
What would need to change? What in the present mechanics makes you say that?
Archer towers cost blocks/glue/rope while repairing a ram costs brimstone which is a much harder material to come by. If you camp your ram 24/7 and counter siege their archery towers with your own you are still likely to only raid an empty shell. If you do pull off a legitimate and destructive raid the defenders/losers are met with a handful of harsh realities:
Permadeath, loss of large time investments into industry and the infinite quality grind on literally everything, which if lost, puts you out of the game, etc
If you are raided and lose your high q seeds/smelters/access to mines/animals that you've literally spent every waking moment raising since world start it is just game over for you. You either need to pay literal money (20+ tokens just for a high q axe/pickaxe), join another group that hasn't yet been raided, or start from scratch which most would agree just isn't an option if you had already reached a mid-late-game level of success in your first base.
When you find yourself far behind in this game you take on a "what's the point" mindset and that leads to inactivity and less hat sales
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