W9 Siege System

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

Re: W9 Siege System

Postby Ysh » Thu Mar 17, 2016 5:46 pm

Potjeh wrote:I don't think the problem is as much the difficulty of razing a base as it is the difficulty of killing criminals. Wall climbing when? With a debuff ofc that prevents vandalism and cripples your combat skills.

This is something which becomes conflated quickly with discussions on siege. The hearthlands must operating with draconian justice. The only ways of dispensing just desserts is to wipe out entirety of civilisation criminal is from. There must be alternate path of retribution and sabotage than binary siege system. In this case difficult siege is much less of a problem burden.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: W9 Siege System

Postby Potjeh » Thu Mar 17, 2016 8:16 pm

jorb wrote:Nidbanes were born out of a discussion on wall-climbing, since we couldn't make wall-climbing work. The only way wall-climbing works is if you can traverse any and all objects on the claim -- otherwise all it does is incentivize spamming branch-stockpiles or whatevs to keep people out -- hence, well, ghosts.

But nidbanes are nothing like wall climbing. On one hand, they don't really work against competent criminals. On the other, they can't, because the cost of sending them is much lower than the cost of a developed character, which you would risk with wall climbing (presumably there'd be high stealth requirements for sneaking in and assassinating so you can't use throwaway alts).
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: W9 Siege System

Postby jorb » Thu Mar 17, 2016 8:18 pm

Potjeh wrote:But nidbanes are nothing like wall climbing.


Way to miss the entire point of my post, bro.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: W9 Siege System

Postby Ysh » Thu Mar 17, 2016 8:29 pm

jorb wrote:
Potjeh wrote:But nidbanes are nothing like wall climbing.


Way to miss the entire point of my post, bro.

I think that technical limitation is not a compelling argument to the players. Unless you mean that to walk in everything is not limited by technology. Because it is reasonable for wall climbing man to have skills to also walk on buildings or items with climbing skill. Maybe costly in animation developers though.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: W9 Siege System

Postby jorb » Thu Mar 17, 2016 8:45 pm

Ysh wrote:I think that technical limitation is not a compelling argument to the players. Unless you mean that to walk in everything is not limited by technology. Because it is reasonable for wall climbing man to have skills to also walk on buildings or items with climbing skill. Maybe costly in animation developers though.


I don't imagine that there'd be much animation involved. That's a complete non-issue.

The problem is that we'd have to make everything traversable, because otherwise you just block entrance using something other than a wall. Which certainly runs the risk of becoming strange as fuck. Ok, so you can climb over this wall to go into ghost mode, and while in ghost mode you are no longer blocked by anything, meaning you can walk through houses, and ovens, and you name it. Why would you ever want to leave ghost mode? Why not climb over the wall to get into your own base and skulk around?

Ok, so maybe there's some limitation to ghost mode. You can't interact with objects, perhaps.

Perhaps that could work, but there is going to be a lot of strangeness before it does. One does not simply ignore the bounding boxes and expect results.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: W9 Siege System

Postby Potjeh » Thu Mar 17, 2016 8:50 pm

Yeah, not saying it's easy. But it seems easier than a siege system, because a lot less is at stake (especially now with stat caps) so there's more room for error.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: W9 Siege System

Postby Ysh » Thu Mar 17, 2016 8:50 pm

jorb wrote:
Ysh wrote:I think that technical limitation is not a compelling argument to the players. Unless you mean that to walk in everything is not limited by technology. Because it is reasonable for wall climbing man to have skills to also walk on buildings or items with climbing skill. Maybe costly in animation developers though.


I don't imagine that there'd be much animation involved. That's a complete non-issue.

The problem is that we'd have to make everything traversable, because otherwise you just block entrance using something other than a wall. Which certainly runs the risk of becoming strange as fuck. Ok, so you can climb over this wall to go into ghost mode, and while in ghost mode you are no longer blocked by anything, meaning you can walk through houses, and ovens, and you name it. Why would you ever want to leave ghost mode? Why not climb over the wall to get into your own base and skulk around?

Ok, so maybe there's some limitation to ghost mode. You can't interact with objects, perhaps.

Perhaps that could work, but there is going to be a lot of strangeness before it does. One does not simply ignore the bounding boxes and expect results.

You just walk on top of objects. It's like in assassin's creed game. That's what I mean with animations. Just allow for climbing on any object and if things are blocked players can climb over. Make it so you can interact normally with items you are on top of. Maybe it would look like a shitshow if players flood every tile of its base, but there would be no advantage to be gained (except more compacted design).
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: W9 Siege System

Postby LadyGoo » Thu Mar 17, 2016 11:41 pm

jorb wrote: Do you imagine a system where defenders do not get an advanced warning?
There was a system where they could have get advanced warning with enough effort last worlds.
Possibly, charter stones should be removed. Meanwhile, catapults should have higher HP(quality based? or the number of brimstones used), so they could be moved for much-much longer distances from a siege palisade. At least, the defenders could notice the shield going down a bit later and have less time to altvault literally everything.
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN

Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM

W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
User avatar
LadyGoo
 
Posts: 2767
Joined: Sat Jul 09, 2011 9:06 am

Re: W9 Siege System

Postby dzielny_wojownik » Fri Mar 18, 2016 11:43 pm

LadyGoo wrote:time to altvault literally everything.

hello? just make that you cannot log out characters without hearth fires completely and that you can loot the inventory/equip from hearthfires that the particular character has
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
User avatar
dzielny_wojownik
 
Posts: 703
Joined: Thu Oct 02, 2014 10:38 am
Location: Trapped in the autism cage with William

Re: W9 Siege System

Postby Ysh » Sat Mar 19, 2016 7:04 am

dzielny_wojownik wrote:
LadyGoo wrote:time to altvault literally everything.

hello? just make that you cannot log out characters without hearth fires completely and that you can loot the inventory/equip from hearthfires that the particular character has

Hello to you as well, we can hear you clearly. This can be a fix, yes. Really it is not sense making to be able to having immortal items putted on offline character. I think it still leaves an issues of moving item to a secondary claim location.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 10 guests