Add keys for knarr

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

Re: Add keys for knarr

Postby Burinn » Thu Apr 14, 2016 4:29 am

Glorthan wrote:
Burinn wrote:
Glorthan wrote:Not really, given that everything else you steal is behind a fucking wall. Why should knarrs be unique in being unprotectable?


Unprotectable? I've been shot many a time with bow and arrow trying to steal the greatest knarrs from the greatest factions. However the boat bandit knows no fear. If you fear the boat bandit you may want to start defending your boats.

walls should be removed too and you should just play 24/7 to protect your stuff, i completely agree.


Are you really going to strawman my argument? Why even post?
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Re: Add keys for knarr

Postby ven » Thu Apr 14, 2016 4:33 am

Glorthan wrote:
ven wrote:
Kaios wrote:because effort to make not equal to effort to take

I agree, but that's more of a balance issue of the current crime system than of knarr mechanics.

Not really, given that everything else you steal is behind a fucking wall. Why should knarrs be unique in being unprotectable?

I was referring to the fact that in this game's crime system the cost of stealing, destroying, and killing is very disproportional to the cost of grinding and building, and scent mechanics aren't enough to balance this equation. Ships are thrown in this mess but in my opinion they only stand out because they're a new feature.


EDIT: walls should be removed indeed, and a series of alternative defense mechanisms should replace them. I think that's a good idea.
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Re: Add keys for knarr

Postby Burinn » Thu Apr 14, 2016 4:36 am

ven wrote:EDIT: walls should be removed indeed, and a series of alternative defense mechanisms should replace them. I think that's a good idea.


Walls should not be removed. That's just silly. That's literally just like saying you should remove the walls of your house because the cops will stop crime from happening.
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Re: Add keys for knarr

Postby Glorthan » Thu Apr 14, 2016 4:39 am

Tell me then burinn why knarrs are different to every single other item in the game that you can build, given they are the most expensive (except for possibly a GH vs lowq knarr, but a highq knarr is way more difficult). Your "argument" seems at best a troll post, as I see no logic behind it, and telling people to camp 24/7 away from their base to "protect" an item which can take a month to build seems as logical as needing to camp 24/7 to protect their other items.
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Re: Add keys for knarr

Postby ven » Thu Apr 14, 2016 4:39 am

Removed with extensive rework of the crime and siege systems, of course, in order to make all these three systems no longer binary.
I'm looking forward to that in w32.
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Re: Add keys for knarr

Postby Burinn » Thu Apr 14, 2016 4:40 am

Glorthan wrote:Tell me then burinn why knarrs are different to every single other item in the game that you can build, given they are the most expensive (except for possibly a GH vs lowq knarr, but a highq knarr is way more difficult). Your "argument" seems at best a troll post, as I see no logic behind it, and telling people to camp 24/7 away from their base to "protect" an item which can take a month to build seems as logical as needing to camp 24/7 to protect their other items.


I can't tell you that because I'm not ignorant enough to assume I know the direction in which the devs want to take the game. Your "argument" seems like a troll post at best considering you're just making total hyperbole out of what I had said. Please tell me you're trolling.
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Re: Add keys for knarr

Postby Glorthan » Thu Apr 14, 2016 4:44 am

Burinn wrote:
Glorthan wrote:Tell me then burinn why knarrs are different to every single other item in the game that you can build, given they are the most expensive (except for possibly a GH vs lowq knarr, but a highq knarr is way more difficult). Your "argument" seems at best a troll post, as I see no logic behind it, and telling people to camp 24/7 away from their base to "protect" an item which can take a month to build seems as logical as needing to camp 24/7 to protect their other items.


I can't tell you that because I'm not ignorant enough to assume I know the direction in which the devs want to take the game. Your "argument" seems like a troll post at best considering you're just making total hyperbole out of what I had said. Please tell me you're trolling.


Burinn wrote:
Glorthan wrote:Not really, given that everything else you steal is behind a fucking wall. Why should knarrs be unique in being unprotectable?


Unprotectable? I've been shot many a time with bow and arrow trying to steal the greatest knarrs from the greatest factions. However the boat bandit knows no fear. If you fear the boat bandit you may want to start defending your boats.

Translated: camp your knarr (hardest item to build in the game) 24/7 or it will get stolen. There's a reason siege takes a minimum of 12 hours. If you don't understand what you write, then don't post your stupid drivel in threads.
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Re: Add keys for knarr

Postby Burinn » Thu Apr 14, 2016 4:45 am

Glorthan wrote:
Burinn wrote:
Glorthan wrote:Tell me then burinn why knarrs are different to every single other item in the game that you can build, given they are the most expensive (except for possibly a GH vs lowq knarr, but a highq knarr is way more difficult). Your "argument" seems at best a troll post, as I see no logic behind it, and telling people to camp 24/7 away from their base to "protect" an item which can take a month to build seems as logical as needing to camp 24/7 to protect their other items.


I can't tell you that because I'm not ignorant enough to assume I know the direction in which the devs want to take the game. Your "argument" seems like a troll post at best considering you're just making total hyperbole out of what I had said. Please tell me you're trolling.


Burinn wrote:
Glorthan wrote:Not really, given that everything else you steal is behind a fucking wall. Why should knarrs be unique in being unprotectable?


Unprotectable? I've been shot many a time with bow and arrow trying to steal the greatest knarrs from the greatest factions. However the boat bandit knows no fear. If you fear the boat bandit you may want to start defending your boats.

Translated: camp your knarr (hardest item to build in the game) 24/7 or it will get stolen. There's a reason siege takes a minimum of 12 hours. If you don't understand what you write, then don't post your stupid drivel in threads.


I'm sorry I'm not going to argue with someone who is just going to flame others.

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Re: Add keys for knarr

Postby Drakemoore » Thu Apr 14, 2016 2:30 pm

You shouldn't have to baby sit a Knarr like you would have had to do in Legacy with a wagon, it doesn't make any sense to have to have village members stay online in order to protect their ships. The community wants 'some' way to protect the Knarr, either by keys, a hitching post, being able to load the Knarr into a large cart(wagon?) to bring it inside a palisade, or to be able to build your own harbor with water walls. Some kind of fix has to be proposed and accepted by J&L to bring a solution to this issue otherwise only the most fair off villages will ever bother to make 'disposable' Knarrs and I doubt you'll ever see a very high quality, nice material looking one being made otherwise.
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Re: Add keys for knarr

Postby Comodo » Thu Apr 14, 2016 3:56 pm

Burinn wrote:
Glorthan wrote:
ven wrote:I agree, but that's more of a balance issue of the current crime system than of knarr mechanics.

Not really, given that everything else you steal is behind a fucking wall. Why should knarrs be unique in being unprotectable?


Unprotectable? I've been shot many a time with bow and arrow trying to steal the greatest knarrs from the greatest factions. However the boat bandit knows no fear. If you fear the boat bandit you may want to start defending your boats.

Who are these "greatest factions" that are building knarrs left and right? There is only one knarr that I have heard of and it has been the victim of many thefts (none commited by you as far as I know), and none of the strong factions have bothered to build their own knarrs. Why would any faction bother to have archers sitting and watching a knarr 24/7 waiting to shoot thieves?
Are you living in some kind of dreamland where haven factions have guards that watch the gates of every faction village? Maybe you should bother to actually put on your spruce cap and leave your wooden fence to explore the hearthlands and visit some large villages, I somehow doubt that you will see many knarrs and archers waiting to shoot you. But I guess you are too busy shit posting on the forums to actually play the game.

Now to the topic on hand, The easiest way to protect a knarr would be the ability to disassemble it, but I guess that this would come with some abusable mechanics such as being able to easily switch river systems and other such things. I guess this can be prevented partially by only allowing transport of knarr parts by cart, but then again this would make it almost impossible to steal a knarr, even if a village is sieged.
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