Siege - Every day counts - Change proposal.

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

Re: Siege - Every day counts - Change proposal.

Postby Aceb » Wed Mar 13, 2019 7:26 pm

If You give a siege machine a "save" period, You are basically giving ability to your enemy to spam You with those in different hours and some of them will eventually succeed, which is stupid imho, that You can't bash something that is (probably) on your land but someone else will be able to use it later against You. And only magic force stops You from destroying the tool of your doom.

Hrenli wrote:
budzilla wrote:Again, if you aren't willing to sit and camp out a place for a day to ruin months of someones works, rust might be more what you're after.


Not that I completely disagree with that, just want to point out that raiding a base doesn't mean completely ruining everything. All the best tools, seeds and valuables are usually safe together with not red-handed characters. You might lose your kiln, animals and stuff but it's not irreplaceable.


Yeah, given some people tend to rise animals from start of world, it would be hard to replace those. Don't even start with fresh taming or buying some lower ones, since if You're worthy raiding for let say, top kiln, top animals, top crops, being raided in 1-2 days means You basically lost the entire progress You worked up so much and trade position immediatly, that either You use token / hats to pay your attacker to give it back or quit or something, dunno. If You make raiding too easy, it's sad. [and then if You wanna still argue, moving everything to second base, make raiding pointless unless You bash realm precious structures]

Shield system was better than it is now, but seeing how shields were being abused, it's okay now, one wait or another?
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Re: Siege - Every day counts - Change proposal.

Postby Headchef » Wed Mar 13, 2019 11:10 pm

It's not okay now because having a world so incredibly dead regarding siege means the entire ''politic'' side of the game is in permanent standstill because can only kill other group their fighters because actual siege is ridiculous.

And a smart person would save second best breeding pair of all animals in seperate location for safekeeping like this. To argue siege should be difficult because people live carelessly is a very poor reasoning.

Noobs were barely raided under the claim system. Only decent targets for a full siege standing next to it with catas. Noobs maybe got wreckingballed because they do not play for several days.
It is not worth the time and resources.

The most important part is the bigger groups not being able to do anything to eachother except sit outside walls and attack people who come out or something :roll: I would appreciate a change in the direction of catering to these larger groups, maybe an idea revolving around whether a place has realm buff objects or a corronation stone.

''Challenging cairn'' also useless most of the time because so cheap to build when you actually go out and waste your time on a trip there plus waiting then enemy just shrugs and doesn't show up.

This is only the case if they dont like fight such as hedgehog, who rather stay in walls and keep taking advantage of current state of complete base and realm safety progressing characters forever until the faction competition quits of boredom (lack of action).

Would be sad to see this world not get a siege change before this point is reached
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Re: Siege - Every day counts - Change proposal.

Postby Ants » Wed Mar 13, 2019 11:58 pm

I admit that I don't know much about sieges or PVP, but I do think they are an important part of this game. If sieges are currently impossible, that's something that needs to be fixed pronto. +1
apoc254 wrote:Even something as simple as a decent Q tree in this games takes weeks if not months to get to a a full grown tree.
if unguarded a tree can be cut down in less than 1 minute.

Raiding should be hard. Its either that or you need to take all the time gates off crops, trees and make ore plentiful. So if you get raided its fun instead of game ending travesty that could literally take 6 months to recoup.

-1 this idea.

What trees take weeks or months to grow?? They're usually full grown within a week, in my experience. And trade should be able to make up for whatever you might lose during a raid. Make allies and have them help you out if stuff goes down. It's also a good idea to keep a stash of your best quality things in a safe space away from your main base.
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Re: Siege - Every day counts - Change proposal.

Postby Sollar » Thu Mar 14, 2019 12:53 pm

This is a quote from the upcoming Amazon "New World" Crafting Survival Sanbox:
Player wars are structured similarly to EVE Online's wars. Guild settlements must be maintained with a stream of resources or they become defenseless. If a guild saves enough cash to declare war on another settlement, even if that settlement is protected, the defenders must choose a time for a fight. At the allotted time, the attackers attempt to breach the defender's walls and blow up a protection sigil with powder kegs—or whatever other siege weapons end up in the game. Destroy it, and they can lay claim to the plot.


So what if after you set up all your catapults in place, the defenders are notified and have to chose a time for the siege. Until that time both catapults and walls are un-destroyable. A simple idea I stole from the internet ...
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Re: Siege - Every day counts - Change proposal.

Postby Mechant » Thu Mar 14, 2019 1:29 pm

From my perspective and experiences in different MMORPG, since the PVP in this game is heavily based on outnumbering your opponents or having more STATS and most likely protecting your base, if you make the Raiding more easy the game is gonna turn out to be a clan-fiesta or Zergs all over the place and every other players will probably quit or join a bigger clan,think about solo players and casual group of players.

What you suggest is a PVP Hardcore server with raiding that only clans and Zergs will play.
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Re: Siege - Every day counts - Change proposal.

Postby Hrenli » Thu Mar 14, 2019 1:52 pm

Aceb wrote:Yeah, given some people tend to rise animals from start of world, it would be hard to replace those.


Giving the amount of time needed for a siege it's not impossible to evacuate at least your best animals during that time. Especially if you planned your base with such thought in advance.
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Re: Siege - Every day counts - Change proposal.

Postby ErdTod » Thu Mar 14, 2019 2:06 pm

Sieges should not be easy. It has already been said in the topic - why. Most people, except top-factions, will quit after loosing their base and (most likely) their character along with it. I just hope that there will be some way to deliver PvP content to those who want it without harming those who don't want it. Because, reading forums, 90% of PvP content is people who are playing for PvP attacking those, who don't want PvP, who are casually playing/hermiting/etc not able to protect themselves either because they don't play enough, or don't know all the ways to protect themselves.
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Re: Siege - Every day counts - Change proposal.

Postby Headchef » Thu Mar 14, 2019 2:09 pm

Mechant wrote:From my perspective and experiences in different MMORPG, since the PVP in this game is heavily based on outnumbering your opponents or having more STATS and most likely protecting your base, if you make the Raiding more easy the game is gonna turn out to be a clan-fiesta or Zergs all over the place and every other players will probably quit or join a bigger clan,think about solo players and casual group of players.

What you suggest is a PVP Hardcore server with raiding that only clans and Zergs will play.


Ah nice another one of those posts implying that bigger groups will ever care about the garbage of noobs :lol: :lol: :lol:

Noone will put the fucking effort just like last world, stop using this garbage as argument.

Just because it is ''possible'' does not mean anyone will want to waste their time on it, siege is a way of dealing with political opponents, siege for loot only works if other player is inactive because he has no time to store away his items or ultimately destroy them.



Use last world as a reference.

So many people in this thread with 0 clue what they are talking about think this change will make it ''so easy'' to raid and groups will just take on small people.

It would still be a HUGE time investment. Aside of the bigger groups having no interest in raiding small shit bases to begin with, it also becomes immediately not worth it knowing you have to spend so many hours on it.

Good relations with smaller players around you is beneficial and raid will be against criminals or political opponent.

But most of you either do not want to understand that, do not believe that out of fear of things being ''possible'' or are just against PvP in general.

Sad to see game in such unhealthy state as now.
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Re: Siege - Every day counts - Change proposal.

Postby Mechant » Thu Mar 14, 2019 5:03 pm

Headchef wrote:Ah nice another one of those posts implying that bigger groups will ever care about the garbage of noobs :lol: :lol: :lol:


I never said larger group should care about small groups you misunderstand. I am suggesting you to find another way out of dealing with this political war against clans other than buffing sieging.
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Re: Siege - Every day counts - Change proposal.

Postby Granger » Thu Mar 14, 2019 10:05 pm

Siege will continue to suck, one way or the other, as long as the outcome is binary (full base destruction or complete failure. The game needs to support something in between to make siege feasible for all involved.
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