New Siege Implementation: Siege Claims

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

Re: New Siege Implementation: Siege Claims

Postby loftar » Wed Mar 20, 2019 12:16 am

bmjclark wrote:"Im going to get rid of claim shields because by my words "They're autistic" then put the exact same system back in and act like it's different" -jorb 2019

The main difference would be that it would (supposedly) handle such things as multiple overlapping claims, destruction and resizing of pclaims, and resetting of permissions more correctly. Whether the additional localization of the siege bubble is actually a good thing may be up for debate, but I don't hate that it has to be expanded over time rather than automatically cover the whole village at once.
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Re: New Siege Implementation: Siege Claims

Postby shubla » Wed Mar 20, 2019 12:17 am

MightySheep wrote:
Dakkan wrote:I'm dumb too apparently.

Kaios wrote:I might be dumb


same lol i tried putting it into google but still make no sense :(


Image

Loftar stated it more clear.
Imagine that claims are polygons.
Now we choose 1 polygon and union it with other polygons that are not part of this polygon, until we cannot make any more unions with polygons. And now we have the claims that the siege claim is effective towards.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Wed Mar 20, 2019 12:17 am

Wow.

  • The wall segment attacked can be covered by a village claim, and/or a private claim.
  • We select an area around the wall segment, 100x100 tiles.
  • For each tile in that 100x100 area, we look at the claims present on that tile.
  • If, and only if, one or both of the claims present on the original tile are present on the tile we're checking...
  • The siege claim created will cover this tile.
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Re: New Siege Implementation: Siege Claims

Postby Potjeh » Wed Mar 20, 2019 12:19 am

Any critically important feature of a game should be immediately obvious and self-explanatory to a brand new user.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Wed Mar 20, 2019 12:20 am

Potjeh wrote:Any critically important feature of a game should be immediately obvious and self-explanatory to a brand new user.


Of course not. A game is allowed to have rules that you need to learn.
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Re: New Siege Implementation: Siege Claims

Postby Burinn » Wed Mar 20, 2019 12:20 am

Potjeh wrote:Any critically important feature of a game should be immediately obvious and self-explanatory to a brand new user.


You might notice that this was prefaced with "What do you guys think about this idea?" and not "This is what we're doing."
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Re: New Siege Implementation: Siege Claims

Postby Potjeh » Wed Mar 20, 2019 12:21 am

jorb wrote:
Potjeh wrote:Any critically important feature of a game should be immediately obvious and self-explanatory to a brand new user.


Of course not. A game is allowed to have rules that you need to learn.

Kludgy design is nothing to be proud of.
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Re: New Siege Implementation: Siege Claims

Postby shubla » Wed Mar 20, 2019 12:21 am

Potjeh wrote:Any critically important feature of a game should be immediately obvious and self-explanatory to a brand new user.

Getting sieged and raided is part of the fun and feature of the game.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Wed Mar 20, 2019 12:22 am

Potjeh wrote:
jorb wrote:
Potjeh wrote:Any critically important feature of a game should be immediately obvious and self-explanatory to a brand new user.


Of course not. A game is allowed to have rules that you need to learn.

Kludgy design is nothing to be proud of.


Sit down and play MtG without having anyone teach you, or looking at a rules text.

Yeah, good luck.
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Re: New Siege Implementation: Siege Claims

Postby shubla » Wed Mar 20, 2019 12:23 am

If all mechanics are trivial on the first hour that you play the game, you get bored.
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