Nerf knarrs

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

Re: Nerf knarrs

Postby Headchef » Fri Mar 15, 2019 1:24 pm

Kaios wrote:
Headchef wrote:Hurr durr durr durr nice idea bro the actual implications of this is make a pali at the place where you go commit crimes and then just wait there a little bit because noone can siege shit anyway HAH.


Players already do that anyways so I don’t see your point? You don’t even need to enjoy pvp much to want to build safety palis at other locations that’s just a common sense practice.

I also don’t think it would be very difficult to set a wrecking ball at some random pali someone set on a continent they don’t live on and break in to it eventually if you really wanted to for some reason, might take a few tries before they miss it once but it is certainly possible.


If you think fighters will miss 24h wreck ball set to a safe Pali I wonder if you know what you talk about. Freaking notifier on login of claimholder man. Leave alt at safepali to disassemble wreckball is like no hassle at all. Your idea just adds inconvenience for sake of inconvenience with the travelling back. Game has enough travel time as is.
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Re: Nerf knarrs

Postby loskierek » Fri Mar 15, 2019 1:58 pm

i think knarrs should be able to atack people on rowboats/dugouts/knarrs and straight up ram throu rafts. Someone had to burn enough pine to get 120L of tar for knarr and they deserve to get some benefits for that. Make it so that you can't atack people which are not on an amphibious vehicle and done problem solved.
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Re: Nerf knarrs

Postby Granger » Fri Mar 15, 2019 2:08 pm

Isn't the real issue that all characters on the knarr connect their attacks the moment the captain manouvers the ship into range to the target?
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Re: Nerf knarrs

Postby loskierek » Fri Mar 15, 2019 2:12 pm

Granger wrote:Isn't the real issue that all characters on the knarr connect their attacks the moment the captain manouvers the ship into range to the target?


perhaps make another type of seat on a knarr, there would be the person steering the knarr, passengers and 1-2 seats for fighters??? where the people who are on the knarr already can just rotate to once one is empty (not rorate from it to not break the combat ). it means that only certain people on the knarr can hit you instead of everyone.
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Re: Nerf knarrs

Postby boshaw » Fri Mar 15, 2019 2:15 pm

Granger wrote:Isn't the real issue that all characters on the knarr connect their attacks the moment the captain manouvers the ship into range to the target?


Yes, everyone queues up a move and you instagib the person. If you get caught out away from land in anything slower than the enemy knarr then good luck unless the knarr is full of idiots.
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Re: Nerf knarrs

Postby Potjeh » Fri Mar 15, 2019 2:17 pm

Vigilance wrote:heehe yea bro just shoot the whale literally upwards of 1000-2000 times

Add ship-mounted ballistae for shooting harpoons, with limited arc of fire. At least with shooting there's some form of skill, with melee ship combat higher q knarr with more fighters always wins and there's no counterplay whatsoever.
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Re: Nerf knarrs

Postby D0fuz15 » Fri Mar 15, 2019 2:38 pm

You shouldnt be able to drink water from rivers without the risk of an illness.
Why can you run while you drink water?, you can hurt yourself doing that.
You shouldnt be able to eat more than X times and drink Y times in a day, thats not logic.
Why dont you get wounds for lifting heavy things the way the character does it with low Str.
Why our character dont get wounds by picking up the clay biome curios?
Why can i run in snow biome?, make only possibility the 1st speed.
Jorb, add a simple bleeding wound, it starts at 1 to 10, every 10 minutes it get worse if you dont treat it, if you recieve more than 50 dmg this wound happen.
Add % of durability to all our meat, as we dont have any kind of fridge and the way food has been reworked why would we need tons of food, eh?.
Etc etc etc.
Just staph, and sorry for my English.
Good idea!
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Re: Nerf knarrs

Postby loskierek » Fri Mar 15, 2019 2:51 pm

D0fuz15 wrote:You shouldnt be able to drink water from rivers without the risk of an illness.
Why can you run while you drink water?, you can hurt yourself doing that.
You shouldnt be able to eat more than X times and drink Y times in a day, thats not logic.
Why dont you get wounds for lifting heavy things the way the character does it with low Str.
Why our character dont get wounds by picking up the clay biome curios?
Why can i run in snow biome?, make only possibility the 1st speed.
Jorb, add a simple bleeding wound, it starts at 1 to 10, every 10 minutes it get worse if you dont treat it, if you recieve more than 50 dmg this wound happen.
Add % of durability to all our meat, as we dont have any kind of fridge and the way food has been reworked why would we need tons of food, eh?.
Etc etc etc.
Just staph, and sorry for my English.


how is that relevant to nerfing knarrs? i do agree knarrs deserver a nerf to avoid literally one shoting people but they shouldnt be totally excluded from amphibious combat as it could be abused in so many ways i cant even...... for example in pvp when the fight is going south you just hop on a knarr and you are safe.... wait out the combat and tp back home without any worries.... thats wrong,
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Re: Nerf knarrs

Postby shubla » Fri Mar 15, 2019 2:52 pm

D0fuz15 wrote:You shouldnt be able to drink water from rivers without the risk of an illness.
Why can you run while you drink water?, you can hurt yourself doing that.
You shouldnt be able to eat more than X times and drink Y times in a day, thats not logic.
Why dont you get wounds for lifting heavy things the way the character does it with low Str.
Why our character dont get wounds by picking up the clay biome curios?
Why can i run in snow biome?, make only possibility the 1st speed.
Jorb, add a simple bleeding wound, it starts at 1 to 10, every 10 minutes it get worse if you dont treat it, if you recieve more than 50 dmg this wound happen.
Add % of durability to all our meat, as we dont have any kind of fridge and the way food has been reworked why would we need tons of food, eh?.
Etc etc etc.
Just staph, and sorry for my English.

Make different threads for all of these issues!
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Re: Nerf knarrs

Postby Kaios » Fri Mar 15, 2019 2:59 pm

Headchef wrote:If you think fighters will miss 24h wreck ball set to a safe Pali I wonder if you know what you talk about. Freaking notifier on login of claimholder man. Leave alt at safepali to disassemble wreckball is like no hassle at all. Your idea just adds inconvenience for sake of inconvenience with the travelling back. Game has enough travel time as is.


I don’t really see how that explains any better what the point you’re making regarding safe palis is.

Ram or cata still not that difficult either, I was under the impression you would have to log in on or near the claim in order to get a warning but please correct me if I am mistaken. All that means to me though is it requires significantly more effort if you want to go kill someone in a far off area which I don’t necessarily feel is a bad thing.

You sure you’re not a casual player cuz you seem to really dislike the thought of actually putting in effort to wage combat against players. And by effort I mean more than a cheese bot force feeding a fighter that requires -1 skill to pilot.
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