New Siege Implementation: Siege Chess

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

Re: New Siege Implementation: Siege Chess

Postby stickman » Thu Mar 28, 2019 9:03 pm

I also want to mention that every time a hermit gets raided they most likely quit. so a full base raid should be very hard to do. Major villages have their HQ stuff stuff away in super secure location that would be destroyed and moved long before it could be raided.

I honestly think raiding an active settlement should be practically impossible and you should encourage better PVP instead for people to get their jollies.

I think there should be other benefits for raiding then destroying... like stealing half of all authroity points gained for a month by forcing them to surrender instead ... instead of breaking their coronation stone and all their buffs you get the benifits of letting them live... and you can try to raid them again in a month as well... Villages could also have some kinda of simular point system that would be good to accumulate as well maybe
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Re: New Siege Implementation: Siege Chess

Postby dorag » Thu Mar 28, 2019 9:05 pm

I think a big issue with seige right now is the time investment required to do it not many people can stand thier for 24 hours gaurding a battering ram or 32 hours when they have work and other things to do in thier life I think if you put up a seige engine claim like you had before and it warned the person your seigeing that the siege is happening in 24 h over the next 8 h and they somehow have to fend them off would be cool idk tho i think for sure 24 hours of defending a battering ram cant be done by most functional human beings.
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Re: New Siege Implementation: Siege Chess

Postby DamJNeT » Fri Mar 29, 2019 12:27 am

pppp wrote:What should decide the outcome of a siege?
- resources,
- skill,
- presence (time in game)

If any of these is taken into account then newbs are unavoidably screwed because they have no experience, way less resources and very few can outcompete bots pvp groups in terms of presence.

So the only defence for newbs is cost of siege vs potential gains, as rye130 has mentioned. Then, even with gains balancing out siege costs there is also satisfaction resulting from griefing (IDK, just guessing, but there must be something, since in every game there is a sizable griefer population), so in a basic scenario raiding a a palisaded hermit claim with a few stacks of metal and some random useful stuff, should be still a net loss, resources and time-wise.



Thanks you for saying it.

My small input : I'm a fervent Rust player. Rust went from that cool sandbox to one of the most toxic/pvp/raid oriented population. And it's fine with me, game is like this. However, you can get from zero to hero in a matter of minutes. And lose everything in a matter of minutes. Because the PVP is mainly based on player skill, not character skill (aka grind). Endgame is reached fairly quickly.
Eventually, big groups dominate and no-lifers dominate. So when you get big groups of nolifers, the servers usually don't last long, because they will conquer everything. So most servers wipe weekly, and a big chunk of the playerbase will only play on "freshwiped" servers.

Now, I've always been amazed to see people seeking the same thing in HnH. The permadeath and pvp is what drew me to this game at first. But seeing it requires WEEKS of playing to get something going if you're not experienced/in a big group/nolifing, I never quite understood why people would play this game for the PVP.
The combat system is awfull, probably the worst of any game I've ever played. Good luck trying to figure it out on your own.
To make it worse, people are botting and get 10 times more than you'll ever get without too much hassle and a lot of "fixes" make the game harder for casuals/non botter.
Seing all that I'm pretty damn sure there is no way most of the HnH population can compete VS people who are looking forward raiding.

So when I see posts about Siege, I'm worried.
You have to understand that steel or taming already require massive amount of dedication, wich my group can't put due to RL. We're enjoying the sandbox/pve aspect at our own pace.
We see forum posts about people selling Q100+ metal things when we finally got our first batch of Q20 bars.
Please don't make it so people can wipe my camp I put weeks to build in 24h or so. Even with 3 players, it's not rare for the camp to have no activity for a few days.

I'm talking about my camp/group, but really I'm thinking about the hundreds of players in the same situation.
Be very cautious, because I feel like as usual, small players/groups will get screwed big times by nolifers/botters.
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Re: New Siege Implementation: Siege Chess

Postby Thedrah » Fri Mar 29, 2019 12:28 am

can we get scout towers that updates the map for us?

and use grids with rams so they can only move within one grid at a time so they can destroy more than one line of walls but only inside that one 'grid' per time slot. 7 tiles an hour isn't that bad i think but they take damage per hit/use, right?

for the hermit stuff, its usually for territory than stealing stuff, right?
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Re: New Siege Implementation: Siege Chess

Postby xdragonlord18 » Fri Mar 29, 2019 12:42 am

Sevenless wrote:
xdragonlord18 wrote:As a bot powered player I welcome these resource based siege mechanics :^) Invincible base here I come!


Do any of the factions that actually siege people not bot at this point?

It doesn't really matter. These mechanics favor the defender.
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Re: New Siege Implementation: Siege Chess

Postby MightySheep » Fri Mar 29, 2019 3:02 am

These changes are definitely better than existing system but I feel like with all the siege change suggestions its never taken into account the fact that MOST big carebear villages have multiple layers of walls across a very wide area. People seem to lack understanding of the retarded immobility of rams, they are so severely gimped.

Take a look at fire & ice which I visited earlier

Image

This general idea of multiple big outer walls is not uncommon. Raiding it doesnt seem within the realm of reality to me but im not as autistic as HH seemed to be last world so I guess you have to judge by the most extreme case scenarios.

I'm all for this change but still seems basically impossible to raid actual villages. Especially with numbers like 32 hours for brick walls.

Next to F&I was another village Cydathria:

Image

The time to break into all 3 outer walls then get into village is absurd. The penalty for ram movement and ramming damage needs to be reduced. It shouldnt be a requirement to have to quit your job or take a holiday in order to do a raid.

Personally I'm not a fan of having a timer that is longer than it takes to dry new walls. 24 hour wall dry time and propose bwall ram time is 32 hours. I can see so many ways that can be abused its really dumb. Especially since it costs NOTHING to make palisades and rams damage themselves on having to bash things. With 2 hour timers to repair.
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Re: New Siege Implementation: Siege Chess

Postby Ants » Fri Mar 29, 2019 5:32 am

Could you make it so that we can build wrecking balls and siege engines on village claims? Because if a village has flags far from their walls, they're still nearly invincible.
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Re: New Siege Implementation: Siege Chess

Postby bmjclark » Fri Mar 29, 2019 5:36 am

Ants wrote:Could you make it so that we can build wrecking balls and siege engines on village claims? Because if a village has flags far from their walls, they're still nearly invincible.


You already can...why would that change?
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Re: New Siege Implementation: Siege Chess

Postby Ants » Fri Mar 29, 2019 6:14 am

bmjclark wrote:
Ants wrote:Could you make it so that we can build wrecking balls and siege engines on village claims? Because if a village has flags far from their walls, they're still nearly invincible.


You already can...why would that change?

Oh. You can? Whoops. I thought you couldn't. Ignore my last post then. :oops:
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Re: New Siege Implementation: Siege Chess

Postby bmjclark » Fri Mar 29, 2019 6:39 am

Ants wrote:Oh. You can? Whoops. I thought you couldn't. Ignore my last post then. :oops:


It's only walls that you can't build on enemy claims.
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