Some thoughts on Siege

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

Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 10:56 pm

Avu wrote:I mean I'm really curious who here thinks sieges are more important than endgame pve goals? Or more important than kingdoms and giving a reason to interact peacefully with hermits, or more important than fixing the annoyance of no pathfinding, or realizing bots are here and they are always better than players for all the grindy actions in this game? So who are you?


Siege is one of the top requests in this thread, for example.
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Re: Some thoughts on Siege

Postby Haba » Tue Dec 08, 2015 10:59 pm

venatorvenator wrote:My impression is that you've been consistently steering the game in a way to please pvp'ers and I think that's wasted potential, if not just plain sad.


Having a look at what kind of player base you really have would definitely make sense as well.

What kind of a person will kill another player, knowing fully that they will lose their entire progress and most probably quit the game altogether? Is this your core audience you want to attract?

Currently the mechanics cater to a very specific mindset and force everyone else to act accordingly. We kill and raze, since that is the only way to be certain. There is very little room for diplomacy. And even less for trust.
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Re: Some thoughts on Siege

Postby APXEOLOG » Tue Dec 08, 2015 10:59 pm

Oh, and yes, i can be invulnerable with a single bot, which login every 4 hours to take few bricks from stockpile and repair everything.
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Re: Some thoughts on Siege

Postby warrri » Tue Dec 08, 2015 11:06 pm

APXEOLOG wrote:Oh, and yes, i can be invulnerable with a single bot, which login every 4 hours to take few bricks from stockpile and repair everything.

? he said ram does 2 dmg every 6 hours, you repair 1 dmg every 4 hour. How is that invulnerable?
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Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 11:10 pm

warrri wrote:But as Avu said, the problem is fundamental here. Once the wall falls it is game over. There is no coming back when your 10th generation livestock, raised for weeks/months, is killed. When your spiraled tools are destroyed. When your character dies.


Haba wrote:What kind of a person will kill another player, knowing fully that they will lose their entire progress and most probably quit the game altogether? Is this your core audience you want to attract?


So remove permanent death entirely?

I think it is a problem that you cannot establish law and order presently. If you wish to avoid punishment for a crime you can just vault it up and hide in perfect safety. Is this desirable?
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Re: Some thoughts on Siege

Postby venatorvenator » Tue Dec 08, 2015 11:13 pm

Haba wrote:
venatorvenator wrote:My impression is that you've been consistently steering the game in a way to please pvp'ers and I think that's wasted potential, if not just plain sad.


Having a look at what kind of player base you really have would definitely make sense as well.

What kind of a person will kill another player, knowing fully that they will lose their entire progress and most probably quit the game altogether? Is this your core audience you want to attract?

Currently the mechanics cater to a very specific mindset and force everyone else to act accordingly. We kill and raze, since that is the only way to be certain. There is very little room for diplomacy. And even less for trust.


Yeah. Every playstyle should be allowed and should have mechanics that enable them to do what they want, but some of them are more harmful to the future of game than others.
I do appreciate that while developing siege you've tried to make it more fun and less morale-breaking in order to take that into account, but one could also easily argue that better social and political mechanics have been asked before siege was ever mentioned on the forum. I'm not against siege, and I'd be cool to see it implemented as in the OP, but my opinion is that other stuff should come first in order to secure the quitting players.
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Re: Some thoughts on Siege

Postby overtyped » Tue Dec 08, 2015 11:13 pm

jorb wrote:
warrri wrote:But as Avu said, the problem is fundamental here. Once the wall falls it is game over. There is no coming back when your 10th generation livestock, raised for weeks/months, is killed. When your spiraled tools are destroyed. When your character dies.


Haba wrote:What kind of a person will kill another player, knowing fully that they will lose their entire progress and most probably quit the game altogether? Is this your core audience you want to attract?


So remove permanent death entirely?

I think it is a problem that you cannot establish law and order presently. If you wish to avoid punishment for a crime you can just vault it up and hide in perfect safety. Is this desirable?

hmm, i think a better siege system will make raiders rethink their position, a more aggressive siege system will make the game more peaceful I think, because people will choose alliance over war.
If you attack a group and you have no allies, you could end up buttfucked when 20 guys show up at your door.
Last edited by overtyped on Tue Dec 08, 2015 11:14 pm, edited 1 time in total.
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Re: Some thoughts on Siege

Postby APXEOLOG » Tue Dec 08, 2015 11:14 pm

warrri wrote:
APXEOLOG wrote:Oh, and yes, i can be invulnerable with a single bot, which login every 4 hours to take few bricks from stockpile and repair everything.

? he said ram does 2 dmg every 6 hours, you repair 1 dmg every 4 hour. How is that invulnerable?

how about, hmmm, repairing twice? anyway i can log every 3 hours, bots doesn't care.
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Re: Some thoughts on Siege

Postby Patchouli_Knowledge » Tue Dec 08, 2015 11:15 pm

warrri wrote:
APXEOLOG wrote:Oh, and yes, i can be invulnerable with a single bot, which login every 4 hours to take few bricks from stockpile and repair everything.

? he said ram does 2 dmg every 6 hours, you repair 1 dmg every 4 hour. How is that invulnerable?


So essentially a ram does 0.33 damage per hour while the wall is healing 0.25 every second. I think Archaeologist (Did I get it right this time?) is meaning that you need to be fairly precise about the ram time so you can damage it when it is off cooldown. Meaning you need to have less than a 25% margin of error or the ram damage will not exceed the ram healing speed. But this is assuming that the attack is not botting while the defender is.

However, these number is unimportant since we are talking about concept at the moment and if the concept is sound, then we can apply the formulas and numbers to try to balance it.

jorb wrote:So remove permanent death entirely?

I think it is a problem that you cannot establish law and order presently. If you wish to avoid punishment for a crime you can just vault it up and hide in perfect safety. Is this desirable?


The issue is that many people believe that killing the culprit is the best solution and is used casually in a game where people are aware how much of a set-back it will cause the other person. How would you encourage other means especially when it is with rival or even opposing factions when killing is actually favorable.
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Re: Some thoughts on Siege

Postby APXEOLOG » Tue Dec 08, 2015 11:19 pm

Patchouli_Knowledge wrote:Archaeologist (Did I get it right this time?)

Yes, that's right.

I didn't mentioned that wall healing is static value. Or the post was changed. Anyway if defenders cannot overheal damage then siege will be, at least, not endless
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