Bunker

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

Re: Bunker

Postby meus » Mon Mar 29, 2021 5:30 am

Absolute security is not a good thing. Still, if a siege manages to cut through some properly placed layers of brick walls, it will ptobably manage to take out bunkers and such.

There are many options already vailable to defend against siege, or to avoid being sieged at all. That is, if your stuff is as valuable to be defended as it is to be sieged.
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Re: Bunker

Postby Rebs » Mon Mar 29, 2021 7:02 pm

-1
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Re: Bunker

Postby Lunarius_Haberdash » Mon Mar 29, 2021 11:40 pm

I just want to put my .02 in and say that I don't see this current situation as a thing that needs fixing. Losing months of work because of a raid is just part of the potential Haven experience. There are ways to protect yourself from this kind of badness, and learning how to take those steps are important. I'm aware of a few players that have a place they store their second-best animals away from their base just to ensure a raid doesn't ruin them. Alt-Vaulting is an unstoppable thing, and that gives plenty of space with two traveler's sacks, a merchant's robe, and a backpack.

While raiding exploits need to be eliminated (and punished if not reported), I don't see a problem with what I can perceive as the 'game mechanics as intended'.
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Re: Bunker

Postby overtyped » Tue Mar 30, 2021 12:04 am

I think it's good. Raiding isn't really a thing unless it's against noobs who don't have vaults. Sure, this makes it easier for factions to be even more unraidable, but they are already unraidable, so this seems to help the new players more.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Bunker

Postby Futureismine » Tue Mar 30, 2021 12:15 am

Some of you are putting some wild stuff out here, perhaps. 'Absolute security' .. making factions to be more unraidable..

If I could maybe direct conversation back to a foundational argument, perhaps. Is taking away high quality animals from late-game players a good thing to have in the game? Is someone getting raided and going from ~200 quality cows to ~30 a good thing to have in the game?

And maybe put some decent effort into answering why.
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Re: Bunker

Postby wonder-ass » Tue Mar 30, 2021 1:49 am

instead of crying about being sieged and thinking of dumb ideas, why dont you actually learn how to siege and defend against sieges? nothings stopping you from making multiple catas / rams / archer towers to test out how to optimally defend and how to build your village to maximize defense, because defending has nothing to do with stats or how big a faction is that is attacking u.

tldr the system is in favor of the defender stop complaining and learn how to defend.
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Re: Bunker

Postby abt79 » Tue Mar 30, 2021 1:59 am

Futureismine wrote:Is taking away high quality animals from late-game players a good thing to have in the game? Is someone getting raided and going from ~200 quality cows to ~30 a good thing to have in the game?


Yes.


Futureismine wrote:And maybe put some decent effort into answering why.


Even ignoring the fact that no high-level player considers high-q animals to be of much importance (very good kilns, anvils, etc are usually the mark of a top tier player), should the victor not gain the spoils of their conquest? Should the ability to kneecap their enemies' industries not be one of those spoils?
You're also vastly overestimating how easy it is to pull off a successful raid on a village so advanced that its denizens own high-q animals. I use the word "enemies" because players don't just destroy established villages after stumbling upon them in their travels. It is extremely difficult, time consuming, and most importantly unfun to destroy even a simple pclaimed palisade if its owner is putting in any effort to defend it.
Your suggestion attempts to fix a problem no serious player ever experiences. Judging by the fact that your initial suggestion aimed to help players protect their seeds I imagine more "decent effort" needs to be put in on your part to understand how people actually play this game.

Futureismine wrote:A big problem with this game may be that death or getting raided can have huge consequences.

No. That's, in theory, the whole appeal.
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Re: Bunker

Postby meus » Tue Mar 30, 2021 5:08 am

abt79 wrote:
Futureismine wrote:
Futureismine wrote:A big problem with this game may be that death or getting raided can have huge consequences.

No. That's, in theory, the whole appeal.


This.

Also, for roughly 10 years of playing mostly as a hermit, I've been killed more times by cave-ins than by actual raids (three or so attempts were made, however, in different worlds). And recovery takes a day or so - just to go through the inheritance rites, which are now quite OP.

As a hermit you present zero interest for anyone to break into your "at-least-somewhat-defended" claim, even with just a palisade. This, of course, if you're not actively looking for trouble, and if your stuff is more worth raiding than it is worth defending.

People are more likely to just kill you outside your base - in the sea or a river, while foraging, while hunting, while visiting a market with a full wagon, etc. - than to take their chances at sieging you for no guaranteed reward.

I miss the "Russians are coming" times.
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