Siege Fix (real)

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Siege Fix (real)

Postby Dawidio123 » Fri Oct 25, 2024 1:50 pm

Siege will either be too hard and ppl who want to do it will complain, or it will be too easy and ppl who get sieged will complain. (basically siege impossible vs siege possible)
Sieges of inactive settlements + hermits are not sieges, just a formality of placing a ram + thingpeace breaking does not make it a siege if they don't defend.

Expecting attackers to be up for 24h while defenders can storm out with EVERYONE and bash catas in 5 minutes is cringe, spamming walls and huge villages taking over 48h of continuous siege is cringe.
You could hear the lack of excitement when people on WB siege after the successful siege (wall breach) heard that we will be defending another catapult for another 24 hours because the alternative is walking the catapult to the center for 30 hours to pillage (without a break since the last ~24h).
I kinda liked how shield system abstracted the siege to a point where you were fighting against a shield and not against spammable walls and once you broke the shield you won, the claim was down. Current system incentivizes a wall spam and making your village an ugly piece of shit filled with walls and tight corridors, shield system doesn't. Then again shield system had like 20 other issues so meh.
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Re: Siege Fix (real)

Postby noindyfikator » Fri Oct 25, 2024 4:36 pm

I feel like the whole siege system is just begging for a full-on rework, lmao. Trying to balance it is honestly cringe and makes it feel like they’re just throwing random bandaids on a sinking ship.

Like, going back to the shield system would at least make it more engaging than this wall spam nonsense. It’s ridiculous that we’re stuck in this cycle of over-defended bases while poor sprucecaps get steamrolled by tactics that feel more like chores than gameplay, huh?
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Re: Siege Fix (real)

Postby Audiosmurf » Fri Oct 25, 2024 4:38 pm

Bring back shooting bows over walls
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NORMALIZE IT
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Re: Siege Fix (real)

Postby Robert_Domars » Fri Oct 25, 2024 5:01 pm

I dont even want another full on siege rework because theyve done so many now that it just feels like wasted dev time when we couldve gotten something else

This suggested tweak to fix a blatant issue with the current system makes sense though
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Re: Siege Fix (real)

Postby noindyfikator » Fri Oct 25, 2024 5:02 pm

Robert_Domars wrote:I dont even want another full on siege rework because theyve done so many now that it just feels like wasted dev time when we couldve gotten something else

This suggested tweak to fix a blatant issue with the current system makes sense though


Definitely agree
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Re: Siege Fix (real)

Postby Luno » Fri Oct 25, 2024 5:34 pm

SnuggleSnail wrote:the actual good solution:
  • Revert to world 10 shield system
  • Fix some of the exploits with expanding claims


I looked this up, since i barely even played the game back in world 10. It's kinda hard to understand completly because it looks like it was changed a lot over many patches.
But the basic system looks pretty interesting, could work, maybe with the current thingpeace break thing, if it's kept, it could give defenders more ways to secure shield regen time. Perhaps there should be a way to restore thingpeace earlier after it's broken by a mechanic similar to the one used to break in the first place? Giving defenders more options.
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Re: Siege Fix (real)

Postby Zentetsuken » Tue Oct 29, 2024 11:33 pm

Since the prelude dropped and the devs might be looking for some last minute fixes, I'm going to humbly bump this thread.

It seems that a lot of people agree that it's a great fix.
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Re: Siege Fix (real)

Postby joojoo1975 » Tue Oct 29, 2024 11:37 pm

(edited)

i post in the wrong forums post. sorry bout that
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