2 Months Into The World and How Many Successful sieges?

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Re: 2 Months Into The World and How Many Successful sieges?

Postby rye130 » Thu May 07, 2020 6:30 pm

How many siege did you guys attempt?

If you're going to complain about siege so much maybe you should try it first?
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Re: 2 Months Into The World and How Many Successful sieges?

Postby boshaw » Thu May 07, 2020 6:33 pm

SnuggleSnail wrote:If there was a two month period when siege was not just reasonable, but retardedly easy, and still nobody sieged, then what's the point of making siege more reasonable?


I know of a place that was sieged :oops:
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Re: 2 Months Into The World and How Many Successful sieges?

Postby MightySheep » Thu May 07, 2020 6:51 pm

I feel like people are using the 'MOST AUTISTIC PERSON' standard for setting the parameters of siege. Everyone uses it as their baseline when discussing siege but the reality is if it takes more than an hour I aint doing it. No one cares as much about this shit as forum warriors think people do. And they never did, all the sieges of old were like ninja rams, spies, bug jumps or other low effort shit. Literally the only people who fall under the MAP standard are HH last world, people like snugglesnail.

Also does anyone even understand this siege system? I still dont. Wtf is an archery tower and what does it do. Shits confusing.

Anyway its a pointless topic, the last thing any of us wants to see is jorb trying to collide his brain cells together and come up with some new epic 'solution' to waste loftars time with developing. We all know how that one ends. Siege is a no win scenario at this point, better to work on something decent.
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Re: 2 Months Into The World and How Many Successful sieges?

Postby bmjclark » Thu May 07, 2020 7:00 pm

Unless the siege system is "Click to destroy wall" i don't think you people will stop complaining. Villages were easily siegeable for multiple weeks and people didn't want to put in a few hours of effort to destroy them. Any effort is too much effort.

MightySheep wrote:Also does anyone even understand this siege system? I still dont. Wtf is an archery tower and what does it do. Shits confusing.


....archery towers shoot rams and destroy them. How hard was that?

but the reality is if it takes more than an hour I aint doing it


lol.
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Re: 2 Months Into The World and How Many Successful sieges?

Postby Astarisk » Thu May 07, 2020 7:31 pm

rye130 wrote:How many siege did you guys attempt?

If you're going to complain about siege so much maybe you should try it first?


I fully agree with this, a lot of people like to claim siege is impossible without having engaged in the mechanic itself. I've done a few sieges where the common thought is its impossible. But I'm on the side of things where I think trying to balance siege is a waste of developer time, especially when you won't even waste your time to engage in the system in the first place. There is no real goal for sieges in this game aside from trying to generate as much grief as possible. Which in turn means that no one will bother to siege unless its for near complete destruction. This game lacks objectives and goals in regards to villages and claims. Little value or strategic importance are put into villages.

I would rather a thread be made where ideas are posted. This thread is useless, offers up no information and serves no purpose aside from giving people space to complain without offering up any real idea or solution or balance.

How would you propose to make a sustainable siege system that works fairly across all groups, village designs, layouts and any other possible mechanic? That would be more worthy of a post that just lolsiegebadplsfix.

Here's a small sample of what villages look like.

What changes do you believe need to be made to make all of these mega villages be just as equally siegable as any other village in the game. Or should there always just be some form of layout out there that is impossible to siege? Do the dev's limit how much a village can extend? Would that solve the issue of mega villages? Should there be a max wall count per grid map? Should personal claims be exceedingly easier to siege than a village? How do you prevent people from abusing every edge case possible? This is a critique and ideas forum post and I see a lack of both critique and ideas in this thread. If you want to see meaningful changes you should be offering up good discussion.
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Re: 2 Months Into The World and How Many Successful sieges?

Postby ErdTod » Thu May 07, 2020 7:38 pm

Siege was discussed so many times on my memory, and every time it comes to the fact of binary outcome: one side gets no fun at all. Eitehr the defender or the attacker. This is something that would be hard to overcome without some artificial limits like guest gates are, which magically block you when you are fighting or magically not let you do crimes. And such artificial systems are no fun either. So maybe sieges are no fun? Maybe let us all be safe and stress-free behind our walls, and isntead make more incentives to leave the walls for fights?

Here a couple of suggestions:
- Make debuff authority objects that need to be destroyed. Like some gruesome idol, or a pile of rotting flesh. Hearthfires (or vlcaims, and their members) that lay withtin the obejct get some sort of debuff - people will need to get out and destroy it, fight defenders.
- More world and local events like meteorite. Localized resources are already kinda filling this up, but only vert few of them have enough value to make people fight over them. I would really love to see some rare powerful creature that would need collective effort to be slain, but also might be a reason for people to fight over it.
- Rare foragebles like bean stalks, but I've never seen one. Maybe something a tiny bit more common, so multiple people might find it to want to giht over it?
- Continent-wide debuff objects: same as first idea, but not placed by players, but randomly spawned like meteor - but instead of fighting for it, you need to fight against it with collective force.

All this might or might not be more fun than a siege. Also, you might notice that all of the above would probably not be available to hermits: but that's how HnH is, it is much more profitable to play in group.
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Re: 2 Months Into The World and How Many Successful sieges?

Postby Oddity » Thu May 07, 2020 11:58 pm

ErdTod wrote:- More world and local events like meteorite. Localized resources are already kinda filling this up, but only vert few of them have enough value to make people fight over them. I would really love to see some rare powerful creature that would need collective effort to be slain, but also might be a reason for people to fight over it.

World bosses are a cool concept.
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Re: 2 Months Into The World and How Many Successful sieges?

Postby Glorthan » Fri May 08, 2020 1:43 am

MightySheep wrote:Also does anyone even understand this siege system? I still dont. Wtf is an archery tower and what does it do. Shits confusing.

Not everyone is limited to two brain-cells, fortunately. I don't think your lack of ability to understand things has any real bearing on the discussion.
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Re: 2 Months Into The World and How Many Successful sieges?

Postby Pills » Fri May 08, 2020 10:19 pm

Glorthan wrote:
MightySheep wrote:Also does anyone even understand this siege system? I still dont. Wtf is an archery tower and what does it do. Shits confusing.

Not everyone is limited to two brain-cells, fortunately. I don't think your lack of ability to understand things has any real bearing on the discussion.


yeah seige actually isn't hard to understand and isn't hard to pull off either.

With the right setup you could seige a village in under 3 hours. The problem is people want to seige the biggest areas they can find and don't want the resources required to scale with the size of what they are raiding.

Stop being lazy, try the new system.
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Re: 2 Months Into The World and How Many Successful sieges?

Postby Lorefin » Sun May 10, 2020 6:10 pm

shubla wrote:As an addition to previous message:
Claims that have coronation stone in them should be more vulnerable than claims without one.
Vulnerability could scale with realm size or something.




I like this idea

EDIT: but its kinda punishing for having a big realm
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