New Siege Implementation: Siege Claims

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Re: New Siege Implementation: Siege Claims

Postby Omnipotent » Tue Mar 19, 2019 11:25 pm

jorb wrote:
yozzik111 wrote:but changing walls or adding new are kinda groundbreaking for basebuilding.


Yeah, except the assumption that brick walls would be permanently useless was perhaps one you were bold to make.

So what, day 1 we should all have known you were going to change siege like this? How were we supposed to know that you were going to make palisades sub-par? Bwalls were literally useless before. Only a retard would spend more energy and resources on a wall that does nothing better than the other wall. Now that this change is planned things are now flipped.

After 10 years I have almost always stood by every single thing that Jorb and Loftar say, but this time I am honestly baffled that you guys don't see anything wrong with this. Just give us an option to upgrade our pre-existing palisades and there is no problem.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Tue Mar 19, 2019 11:25 pm

Aight, no good answers to shubla's or Ysh's points. Going back to the drawing table for the time being. Thanks for your input.
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Re: New Siege Implementation: Siege Claims

Postby shubla » Tue Mar 19, 2019 11:26 pm

Not really related,but:

Maybe you could think of adding time windows defined by the defender?
Something like this:
Claim owner can define a time window when you can do damage to the walls (after siege claim has enough authority), this time window would be like a few hours or so, couldn't be changed when claim is sieged and siegers could inspect to see when this time window is.

This would give defender more chances to prevent the attack happening at like 3 or 4 am, so they can defend their place.
Last edited by shubla on Tue Mar 19, 2019 11:26 pm, edited 1 time in total.
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Re: New Siege Implementation: Siege Claims

Postby loftar » Tue Mar 19, 2019 11:26 pm

Omnipotent wrote:So what, day 1 we should all have known you were going to change siege like this?

>there are two walls
>one is more expensive than the other and gives a more sturdy appearance
>i wonder if it's ever going to be relevant to have that one...
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Re: New Siege Implementation: Siege Claims

Postby jorb » Tue Mar 19, 2019 11:27 pm

Omnipotent wrote:So what, day 1 we should all have known you were going to change siege like this? How were we supposed to know that you were going to make palisades sub-par? Bwalls were literally useless before. Only a retard would spend more energy and resources on a wall that does nothing better than the other wall. Now that this change is planned things are now flipped.


Assuming that brick walls were intended to be useless is -- pardon my French -- pretty dumb.
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Re: New Siege Implementation: Siege Claims

Postby Ardennesss » Tue Mar 19, 2019 11:27 pm

jorb wrote:
yozzik111 wrote:but changing walls or adding new are kinda groundbreaking for basebuilding.


Yeah, except the assumption that brick walls would be permanently useless was perhaps one you were bold to make.
The fact you can say this with a straight face and be completely serious baffles me. Are we really supposed to build/play this game around the idea that you can/will make drastic changes to a core mechanic at any time and we should be able to adapt?
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Re: New Siege Implementation: Siege Claims

Postby Kirche » Tue Mar 19, 2019 11:27 pm

loftar wrote:
Omnipotent wrote:So what, day 1 we should all have known you were going to change siege like this?

>there are two walls
>one is more expensive than the other and gives a more sturdy appearance
>i wonder if it's ever going to be relevant to have that one...

>w9
>w10
> ¦]
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Re: New Siege Implementation: Siege Claims

Postby Burinn » Tue Mar 19, 2019 11:27 pm

jorb wrote:Aight, no good answers to shubla's or Ysh's points. Going back to the drawing table for the time being. Thanks for your input.



Ah yes. Ysh and Shubla. You can always rely on those guys to give the SERIOUS input. The absolute state of this community
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Re: New Siege Implementation: Siege Claims

Postby yozzik111 » Tue Mar 19, 2019 11:28 pm

jorb wrote:Yeah, except the assumption that brick walls would be permanently useless was perhaps one you were bold to make.


If you can't destroy siege machine behind another palisade and under another claim in 18 hours, you likely won't do it in 24 hours (not because you are abscent, but because you are outnumbered). And that means there is still no significant difference between walls. This new claim is what bothers me way more then rebuilding itself.
100 tiles, even 20 tiles is a hell of an area. Siege claims may vary from a machine (like, 3 or 5 tiles for a ball, because why more? and 10-12 for a catapult).
But the question of counter-attacking the siege claim is still a pain: build a catapult, cover it, stack authority and then just break walls with wrecking balls here and there. If this scenario is even 50% correct, that is a bad game design.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Tue Mar 19, 2019 11:30 pm

Ardennesss wrote:
jorb wrote:
yozzik111 wrote:but changing walls or adding new are kinda groundbreaking for basebuilding.


Yeah, except the assumption that brick walls would be permanently useless was perhaps one you were bold to make.
The fact you can say this with a straight face and be completely serious baffles me. Are we really supposed to build/play this game around the idea that you can/will make drastic changes to a core mechanic at any time and we should be able to adapt?

You can certainly expect that things more expensive and sturdier aren't intended to have no use, and I can't see how you with an equally straight face can argue against that. Do you think it is by design that brick walls are more expensive yet useless?
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