hidden panic room

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

hidden panic room

Postby iamahh » Wed Oct 10, 2018 3:16 pm

hearthling could build a secret panic room in a choosen cabin tile

clicking the right tile would enter a small panic room

cabin tile would be invisible to client
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Re: hidden panic room

Postby Lunarius_Haberdash » Wed Oct 10, 2018 6:21 pm

I can't tell you how quickly custom client makers would find a solution for that. It must be visible to the client in order for the client to interact with it (Which means you clicking on it) even if it CAN'T be seen by the user of that client. If the client can see it, a custom client coder can interact with it, meaning they can make it visible.
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Re: hidden panic room

Postby maze » Wed Oct 10, 2018 8:15 pm

Lunarius_Haberdash wrote:I can't tell you how quickly custom client makers would find a solution for that. It must be visible to the client in order for the client to interact with it (Which means you clicking on it) even if it CAN'T be seen by the user of that client. If the client can see it, a custom client coder can interact with it, meaning they can make it visible.


there is a way technically. it would be a server sided check.
when player is on this spot. player enters next room.

However. this would just means raiders would just stand on each tile checking, lol.
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Re: hidden panic room

Postby LostJustice » Thu Oct 11, 2018 5:32 am

maze wrote:
Lunarius_Haberdash wrote:I can't tell you how quickly custom client makers would find a solution for that. It must be visible to the client in order for the client to interact with it (Which means you clicking on it) even if it CAN'T be seen by the user of that client. If the client can see it, a custom client coder can interact with it, meaning they can make it visible.


there is a way technically. it would be a server sided check.
when player is on this spot. player enters next room.

However. this would just means raiders would just stand on each tile checking, lol.


Write script to click each tile instantly. I know which one now.
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Re: hidden panic room

Postby iamahh » Thu Oct 11, 2018 12:20 pm

maybe shubla's idea to enter cupboard works better, as long as you can logout inside
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Re: hidden panic room

Postby MagicManICT » Thu Oct 11, 2018 4:55 pm

LostJustice wrote:Write script to click each tile instantly. I know which one now.

Can still have the intruding character blinded. Just because you can run a script doesn't mean you get to find a thing. Really, there are some very good ways to combat bot exploits without screwing the game up for everyone or putting in a ton of manpower policing the game manually. This is already the game where no bot in the world is going to find a glimmermoss without the perquisite attributes.

As far as the visibility of a thing such as this, I'd think it'd be obvious if the intruder saw a person go in. Then there's the architectural skills needed to effectively hide such a room to begin with. Panic rooms don't really work without that or really strong reinforcements and locks.

There's also the architectural skills of being able to sketch out a rough blueprint and knowing something is up. How do you gamify that on a computer game? It was pretty easy to do playing pnp RPGs. Unless you want to make them magical portals, that is.... (then again, the goal is to break the combat relation and log out if possible... so sounds pretty magic portal-like to me.)
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Re: hidden panic room

Postby LostJustice » Thu Oct 11, 2018 9:37 pm

MagicManICT wrote:
LostJustice wrote:Write script to click each tile instantly. I know which one now.

Can still have the intruding character blinded. Just because you can run a script doesn't mean you get to find a thing. Really, there are some very good ways to combat bot exploits without screwing the game up for everyone or putting in a ton of manpower policing the game manually. This is already the game where no bot in the world is going to find a glimmermoss without the perquisite attributes.

As far as the visibility of a thing such as this, I'd think it'd be obvious if the intruder saw a person go in. Then there's the architectural skills needed to effectively hide such a room to begin with. Panic rooms don't really work without that or really strong reinforcements and locks.

There's also the architectural skills of being able to sketch out a rough blueprint and knowing something is up. How do you gamify that on a computer game? It was pretty easy to do playing pnp RPGs. Unless you want to make them magical portals, that is.... (then again, the goal is to break the combat relation and log out if possible... so sounds pretty magic portal-like to me.)


Ok I bash the building, no script needed.
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Re: hidden panic room

Postby Zebukin » Fri Oct 12, 2018 6:26 pm

There is better solution:
Make village. Use it`s idol like HF.
Put HF somwhere at safe place.
In case of attack, just beam to HF.

Longer way: build palisade and wormhole in your basement and palisade in the wormhole.
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Re: hidden panic room

Postby MagicManICT » Fri Oct 12, 2018 7:27 pm

LostJustice wrote:Ok I bash the building, no script needed.


And that's a perfectly valid action, Mr. Big Bad. :lol:
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Re: hidden panic room

Postby Granger » Fri Oct 12, 2018 8:07 pm

Zebukin wrote:Make village. Use it`s idol like HF.

What version of the game are you playing?
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