Sabotage and game mechanics

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

Re: Sabotage and game mechanics

Postby Robben_DuMarsch » Mon Nov 09, 2015 8:21 pm

R'Lyeh has called me worse.
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Re: Sabotage and game mechanics

Postby molenga » Mon Nov 09, 2015 8:24 pm

Robben_DuMarsch wrote:R'Lyeh has called me worse.

Well, I was not trying to insult you or anything, so it is expected that you would be called worse! :lol:
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Re: Sabotage and game mechanics

Postby Astarisk » Mon Nov 09, 2015 8:29 pm

burgingham wrote:You don't have 12 angry players. You have 12 people not playing the game anymore.

And lol at rebuilding in a week... An actual developed town needs several weeks if not months to recover from a proper raid.



Yeah, then you have to balance time factors, make it too long and hard to vandal? Most people won't bother sieging, not worth the effort. Make it short enough? I'll just stay in your walls until I'm good and ready to leave. The main idea of a siege in this game really is to burn everything to the ground and cripple the enemy.

Honestly the best way to combat spys has been, and will always be personal plots and walls everywhere. It deters any real effort as the loot will be much smaller, and destruction is limited. Hell, they could do away with slave keys on village land and just introduce a sort of short instant travel like crossroads used to be thats only usable within the village itself.
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Re: Sabotage and game mechanics

Postby jordancoles » Mon Nov 09, 2015 8:36 pm

jordancoles wrote:
Avu wrote:So you had your fun with stupid keys. When can we get permision gates instead (you can only pass a gate if you have permision for it)? There can be no meanigful recruitment of outsiders with the risk being total town distruction by a single mole. Arson system for buildings, poison system for animals, 1 hhp daamge for each item stolen destroyed out of a cupboard and the mentioned kingdom system that you promised a post about.

Uhh, if the person is given permissions instead of keys what stops them from doing the same thing and opening the gate?

The only real solution to that is making it so that when you right click a gate with key permissions you'd be teleported to the other side of the gate instead of opening it and walking through
That'd make it so only the people allowed to enter and exit can do so without letting in unwelcomed guests

I do prefer permissions over keys either way though

Make pclaim override vclaim so personal plots can be managed by the owners and good2go
Last edited by jordancoles on Mon Nov 09, 2015 8:37 pm, edited 1 time in total.
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Re: Sabotage and game mechanics

Postby molenga » Mon Nov 09, 2015 8:37 pm

Astarisk wrote:
burgingham wrote:You don't have 12 angry players. You have 12 people not playing the game anymore.

And lol at rebuilding in a week... An actual developed town needs several weeks if not months to recover from a proper raid.



Yeah, then you have to balance time factors, make it too long and hard to vandal? Most people won't bother sieging, not worth the effort. Make it short enough? I'll just stay in your walls until I'm good and ready to leave. The main idea of a siege in this game really is to burn everything to the ground and cripple the enemy.

Honestly the best way to combat spys has been, and will always be personal plots and walls everywhere. It deters any real effort as the loot will be much smaller, and destruction is limited. Hell, they could do away with slave keys on village land and just introduce a sort of short instant travel like crossroads used to be thats only usable within the village itself.

I think the problem is that razing a base to the ground is too fast in comparisson to building it in the first place, either make vandalism take longer or make it easier for people to set up their bases to solve the problem.

Now, it is obviously easier to make vandalism take longer then to rebalance all of the game to allow base building to be faster, so I think that´s the way to go, but I agree that it shouldn´t be so hard and costly as to make it unworthy of the effort you need to put in it.

Best solution would be to rework pvp and create a siege mechanics that would be both fun for the attacker as for the defender, but that is easier said than done.
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Re: Sabotage and game mechanics

Postby Raffeh » Mon Nov 09, 2015 8:40 pm

Robben_DuMarsch wrote:R'Lyeh has called me worse.

Don't act like a saint.

Many insults were thrown both directions and some threw none.
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Re: Sabotage and game mechanics

Postby ArvinJA » Mon Nov 09, 2015 9:01 pm

There's nothing wrong with things being easier to destroy than to build, this is how it works in real life as well, and it is mostly combated through social mechanisms and some amount of force when required.
Image

If you're not up to the challenge of protecting the things you build properly, then this game isn't for you.
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Re: Sabotage and game mechanics

Postby molenga » Mon Nov 09, 2015 9:04 pm

ArvinJA wrote:There's nothing wrong with things being easier to destroy than to build, this is how it works in real life as well, and it is mostly combated through social mechanisms and some amount of force when required.
Image
If you're not up to the challenge of protecting the things you build properly, then this game isn't for you.

I think you are underestimating how hard it was to cause pic related but I agree, it must be easier to destroy then to build, otherwise there is no sense in destroying it in the first place.

But still, it should be more difficult than it currently is imho.
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Re: Sabotage and game mechanics

Postby ArvinJA » Mon Nov 09, 2015 9:07 pm

molenga wrote:I think you are underestimating how hard it was to cause pic related

It's not like getting into another faction is easy, for infiltrations there's a lot of intel work beforehand, and it is close to impossible if the faction you're trying to infiltrate is vigilant. What I am saying is that, with proper defense mechanisms, ease of destruction isn't the problem.
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Re: Sabotage and game mechanics

Postby molenga » Mon Nov 09, 2015 9:14 pm

ArvinJA wrote:
molenga wrote:I think you are underestimating how hard it was to cause pic related

It's not like getting into another faction is easy, for infiltrations there's a lot of intel work beforehand, and it is close to impossible if the faction you're trying to infiltrate is vigilant. What I am saying is that, with proper defense mechanisms, ease of destruction isn't the problem.

Then comes the second problem, given that a base has a bwall, is active and vigilant doing ramchecks daily, and has proper recruitment measures, then it is nearly impossible to siege such faction.

There must be a middle term, that would be both fun for the attacker and the defender and would provide the pvp content that this game needs?
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