Fix to Raiding (as well as Brickwalls).

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

Re: Fix to Raiding (as well as Brickwalls).

Postby SaltyCrate » Sat Nov 03, 2018 3:40 pm

Mario_Demorez wrote:That 4x4 wall would only defend their claim? Nothing outside the brick wall. The moment they finished their palisade around their entire encampment the shield would be based on a palisade. The wall that is the most outer perimeter is what determines the shield. Anything outside of this wall you do not need to siege to steal or break.

What if there are 2(3, 4, 5...) plots on the claim (of different shapes, sizes, locations, ground levels etc), one is surrounded by palisade and the other by brickwall? What is the "outer perimeter" there? It seems you mainly consider most basic design of rectangle shaped village with the wall around it, but it is not the only possible case, far from it.

Mario_Demorez wrote:A shield would stop regeneration 8 hours after it takes damage, activating the “siege”. Like I said, regen is based on the minute and not hourly, so a minute after the 8 hours is up the shield would start regenerating. The moment you damaged the shield again after the 8 hours is up another 8 hour break would start.

The OP lists this number as 1 hour. I will assume that "8 hours" is correct number and advise you to fix OP.

Mario_Demorez wrote:What would this accomplish? You’d have to have access to someone with higher combat stats than your character you’re trying to buff. And depending on the difference in stats is what determines tha mount of stats the buff would give. If you raid a place with an alt with 10 combat stats and the characters on the claim have 20 stats they would get no buff.

No, if you are comparing sums you don't have to have higher statted character. For example, you are hermit with 50 strength and want to craft some blacksmithing goods, but your stats will cap these products. You build wrecking ball and slightly damage your own shield, then you proceed to spawn 10 alts with 10 strength each and remove permissions from them. Now the game thinks that you are being sieged by force of 100 total strength and give you the strength buff to craft those goods.
This point apparently isn't a problem if you apply certain change which is mentioned later, but as written in OP it will absolutely work.

CaddoPuma wrote:There is no potential for abuse in this matter for a number of reasons. 1) The buff is bound to the VClaim or PClaim which is under siege. Chars on other claims owned by the defenders will not be buffed as a result of "the main village" being besieged. 2) The buff is not a permanent value applied at the beginning. It's a variable based on a constantly updated difference between the "fighting stats" of the defender(s) vs those of the attacker(s). 3) The buff only applies against player combatants. The defender's stats will remain the same as ever vs mobs, even if fighting a mob on the besieged claim at the same time as the siege.

Points 1 and 2 I already assumed to be true and they are irrelevant to the source of my concerns. Point 3 does fix potential to apply buffs for crafting and PVE purposes. However, first of all it was not mentioned in OP at all (and neither it is obvious), and second it creates a precedent of some buffs applying only in some very specific situations and with it a number of problem of presenting it in intuitive way. I am not saying it can't be done, but design-wise it is not trivial.

CaddoPuma wrote:This seems to me to be a specious argument, as the defender's buff (Righteous indignation, as I like to call it) is capped at +100% of each combat-related stat of each defending char.

So what? Let me give you an example of my own : Attacking team has 5 players at initial siege. Each player has 500 Melee. So this team has a total of 2500 MC. Defenders also have 5 people who also have 500 melee each and total power of 2500MC. Looks like an even fight. so the system will not grant any boost to defenders. Now defenders exclude 3 of their people from group which have permissions on their claim, which is done in approximately 2 seconds. The system suddenly find that there are now 8 "attackers" who don't have permissions on sieged claim and the power balance is 4000MC vs 1000MC. Clearly, this asks for drastic buffs to remaining 2 defenders, who will get +500MC each. In reality defenders now got +1000MC of power for free and proceed to whoop attackers with ease. Yo can also easily add alt spam to this scenario.

CaddoPuma wrote:There must be a method by which if a defender comes on and finds the attackers inactive, said defenders can make repairs at a limited rate, just as the damage is done at a limited rate. That way, the final outcome is not a foregone conclusion, but a result of who was most effective at being there and protecting their interests.

As was already said such method was not mentioned in OP at all and therefore it is hard to critique without having the concrete proposal. However, I suspect that generally it would basically drag out siege against active defenders far more than the numbers in OP suggest. And probably would be considered to be too much effort overall, which is basically what we have now.

Mario_Demorez wrote:You have to break the outer wall to commit crimes no? To break the outer wall you have to destroy the shield. It might not be around the claim but more to do with visitor debuff but something is there.

No, generally speaking, you don't have to. There are not any hidden systems there which track wall contours or any such thing. There is just "visitor" mechanic, which is not hard to understand at all, and is generally have nothing to do with sieging.
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Re: Fix to Raiding (as well as Brickwalls).

Postby Mario_Demorez » Sat Nov 03, 2018 4:20 pm

Replying to you is too annoying. Mobile life is hard.
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Re: Fix to Raiding (as well as Brickwalls).

Postby CaddoPuma » Sat Nov 03, 2018 7:58 pm

SaltyCrate wrote:...
CaddoPuma wrote:This seems to me to be a specious argument, as the defender's buff (Righteous indignation, as I like to call it) is capped at +100% of each combat-related stat of each defending char.

So what? Let me give you an example of my own : Attacking team has 5 players at initial siege. Each player has 500 Melee. So this team has a total of 2500 MC. Defenders also have 5 people who also have 500 melee each and total power of 2500MC. Looks like an even fight. so the system will not grant any boost to defenders. Now defenders exclude 3 of their people from group which have permissions on their claim, which is done in approximately 2 seconds. The system suddenly find that there are now 8 "attackers" who don't have permissions on sieged claim and the power balance is 4000MC vs 1000MC. Clearly, this asks for drastic buffs to remaining 2 defenders, who will get +500MC each. In reality defenders now got +1000MC of power for free and proceed to whoop attackers with ease. Yo can also easily add alt spam to this scenario.
So in the scenario you draw, we now have a team of 2 defenders with 1KMC each (500 statted +500 buffed) for a total of 2KMC versus 5 attackers with 500MC@. You still have a statted advantage of 2kv5k and a fighting force advantage of 2v5. I seriously doubt those defenders would be able to "proceed to whoop the attackers with ease." Unless your assumption is that the 3 "evicted" villagers would continue to fight on behalf of the defenders... you may have a valid point there, but I dont have enough experience in sieges to address it any further than I have.

SaltyCrate wrote:...
CaddoPuma wrote:There must be a method by which if a defender comes on and finds the attackers inactive, said defenders can make repairs at a limited rate, just as the damage is done at a limited rate. That way, the final outcome is not a foregone conclusion, but a result of who was most effective at being there and protecting their interests.

As was already said such method was not mentioned in OP at all and therefore it is hard to critique without having the concrete proposal. However, I suspect that generally it would basically drag out siege against active defenders far more than the numbers in OP suggest. And probably would be considered to be too much effort overall, which is basically what we have now.
It would definitely drag out the total duration of the battle (and I think that is kind of the result Mario is trying for) but it would eliminate the requirement to fight without breaks for either side. You are correct that it wasnt included in Mario's suggestion. Consider it my own amendment to his proposal, if you will.
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Re: Fix to Raiding (as well as Brickwalls).

Postby SaltyCrate » Sun Nov 04, 2018 12:12 pm

CaddoPuma wrote:Unless your assumption is that the 3 "evicted" villagers would continue to fight on behalf of the defenders... you may have a valid point there, but I dont have enough experience in sieges to address it any further than I have.

Of course 3 villagers without permissions won't go away and will fight just as well as others. You don't need permissions to engage with enemies or destroy sieging machines or what have you.

CaddoPuma wrote:It would definitely drag out the total duration of the battle (and I think that is kind of the result Mario is trying for) but it would eliminate the requirement to fight without breaks for either side. You are correct that it wasnt included in Mario's suggestion. Consider it my own amendment to his proposal, if you will.

Ok, sure. But it is kinda not strictly required right now either. At the moment you can do up to 5000 damage per hour of siege, and shield regenerates at the rate of 300/h or 7200/day. So technically you have to siege only 2 hours per day and the shield will eventually be broken (this does not include current ability to manually restore shield, but I couldn't quickly find the numbers for it). If you siege for 4 hours/day you will get shield down in about 4 or 5 days. So the possibility is already kinda there, but almost never used. I beleive that it is so for various reasons, but one of the factors is that consecutive siege without breaks is generally considered more manageable (though still quite unmanageable overall) than this longer approach.
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Re: Fix to Raiding (as well as Brickwalls).

Postby CaddoPuma » Sun Nov 04, 2018 7:30 pm

CaddoPuma wrote: So in the scenario you draw, we now have a team of 2 defenders with 1KMC each (500 statted +500 buffed) for a total of 2KMC versus 5 attackers with 500MC@. You still have a statted advantage of 2kv5k and a fighting force advantage of 2v5...
My math was off (common occurrence for me). It should read 2kv2.5k. not 2kv5k. The advantage would still be with the attackers, though not an overwhelming advantage.
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Re: Fix to Raiding (as well as Brickwalls).

Postby CaddoPuma » Sun Nov 04, 2018 7:37 pm

SaltyCrate wrote:
CaddoPuma wrote:Unless your assumption is that the 3 "evicted" villagers would continue to fight on behalf of the defenders... you may have a valid point there, but I dont have enough experience in sieges to address it any further than I have.

Of course 3 villagers without permissions won't go away and will fight just as well as others. You don't need permissions to engage with enemies or destroy sieging machines or what have you.
Ok, so in this scenario the Defenders would have a slight advantage in stats (3500 vs 2500). Given that only 2 chars get the buff, I still think this is not an overwhelming difference, but I do see why it's a problem. And yet, I feel passionately that anything that "returns the fun" to sieging should also, to a degree, protect those who take a "live and let live" playstyle.


SaltyCrate wrote:
CaddoPuma wrote:It would definitely drag out the total duration of the battle (and I think that is kind of the result Mario is trying for) but it would eliminate the requirement to fight without breaks for either side. You are correct that it wasnt included in Mario's suggestion. Consider it my own amendment to his proposal, if you will.
Ok, sure. But it is kinda not strictly required right now either. At the moment you can do up to 5000 damage per hour of siege, and shield regenerates at the rate of 300/h or 7200/day. So technically you have to siege only 2 hours per day and the shield will eventually be broken (this does not include current ability to manually restore shield, but I couldn't quickly find the numbers for it). If you siege for 4 hours/day you will get shield down in about 4 or 5 days. So the possibility is already kinda there, but almost never used. I believe that it is so for various reasons, but one of the factors is that consecutive siege without breaks is generally considered more manageable (though still quite unmanageable overall) than this longer approach.
The point is, with the current system the defense is fully passive and other than leaving the relative safety of the walls to attack the siege engines, there's nothing a defender under siege can do to defeat the attackers. There should be a mechanism for active damage remediation. Look at it this way...if the defenders don't log on for the duration of the siege, why should the shield regen automatically? People who fail to defend their palace deserve to have it destroyed and pillaged.
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Re: Fix to Raiding (as well as Brickwalls).

Postby jorb » Mon Nov 05, 2018 5:45 pm

neeco wrote:And most importantly, tedium should not be the primary protection from seige of weaker players.


What should be?
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Re: Fix to Raiding (as well as Brickwalls).

Postby neeco » Mon Nov 05, 2018 6:58 pm

jorb wrote:
neeco wrote:And most importantly, tedium should not be the primary protection from seige of weaker players.


What should be?


I think they should have the ability to defend themselves. I know it is much easier to say this than to implement it, but I would very much like to see a system where a weaker player stands a fair chance to defend themselves from a seige.
At the moment, the only thing really protecting them is tedium. If I made up my mind to seige some random hermit, they have no recourse to protect themselves. Even if it's a small village with several active players, they can do nothing against titan stats. I could just sit outside and seige their base down.
I think its not very fun when a village of casuals can do nothing to protect themselves from one player in the upper 10% of stats. They should be given a fair chance to protect their own home, rather than relying on tedium to prevent anyone from attacking them.

In short, their own actions should be their primary protection.
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Re: Fix to Raiding (as well as Brickwalls).

Postby Potjeh » Tue Nov 06, 2018 5:40 pm

Destroying any individual object should take equal or greater effort that it took to build it. Rust does this just fine, I don't see why H&H can't. Well, there is potentially infinite effort invested in individual objects because of quality, but you can just scale object hardness with quality.
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Re: Fix to Raiding (as well as Brickwalls).

Postby Aceb » Tue Nov 06, 2018 5:59 pm

Potjeh wrote:Destroying any individual object should take equal or greater effort that it took to build it. Rust does this just fine, I don't see why H&H can't. Well, there is potentially infinite effort invested in individual objects because of quality, but you can just scale object hardness with quality.


Rust has wipes and gameplay is (at least for me) very different. Sieging bases in both games is quite different.
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