Siege - Every day counts - Change proposal.

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Siege - Every day counts - Change proposal.

Postby Headchef » Tue Mar 12, 2019 9:24 pm

I propose that for the time which it takes for devs to come up with a more fitting (than this) way of dealing with sieges, I propose the following changes.



In the yeomanry skill, explain further about how the lowest claim shield counts if multiple cover an area as well as explain why it matters to get a village claim.

Even if you are a single person, as a method of security to prevent siege-village claim who is intentionally lowered by raiders to enable your palisades being destroyable.

Due to the change at the start of this world noone will ever siege in this world. Unless they are EXTREMELY motivated to go for it as well as have no real life commitments that demand any attention.

With the previous claim system we had, taking down a claim would at a very minimum take above 13 hours, an initial hour for drying catapults and then damaging 5000 an hour.

It might even be an hour or two extra, since I do not have the exact numbers of regeneration of shield right now, and putting brimstone into idol also helped.

Even then it was already a BIG commitment to siege someone entirely.

This world already had an amazing update, a notification if there is a siege engine near any of your claims! A lot of the raids on active bases took great benefit in targets sometimes noticing quite some hours into the siege, this is now (almost) entirely removed.

Now every group that is not inactive will easily know that sometimes is going on, and have plenty of time to respond.
Due to various other mechanics of Haven & Hearth right now it is possible to hide huge amounts of items on alternative characters, letting them spawn in the wild once you had been raided.
Masterkeys always unreachable as well as any other valuable people care enough to put on alts.

The loot of raiding was already usually not very big, in the eyes of bigger factions towards casual players.
This is also why this is a rare happening since there is very little motivation to make such a huge investment in a place you would only care for the items for.
Which are then most likely lower than your own..

The main thing that this will enable is that factions can actually make more things happen than the ocassional ''hey you have a scent now you get killed while questing''.

There are few reasons to fight about currently. A siege is literally forcing your opponent to show up as well as make a bigger impact on the world with a group effort, huge time investment, lots of resources and your risk of dying (rage required) and actual purchase of the siegecraft skill.

Currently there is zero reason for getting it.
A catapult can be placed somewhere in hope of people responding very early to start a fight with them. If they are a bit smarter, they wait part of the drying period and just wait until opponent leaves because very likely he cannot guard it 24 hours.

The problem with current system is also that object health on it's own becomes very ridiculous when it is designed to be your wall and protect you.
And then someone thinks ahead a little and after finishing his base pulls another 10 layers of wall around him.

One pali currently is already not worth going after. Can forget about multiple layers.

Please revive the action in the world by changing back to claim shields, including proper information about the mechanics in game until there is a better solution.

The ''problem'' with claim shields around themselves to delay these sort of things are a tiny side issue compared to how time is passing on with nothing possible of happening.
If you do not allow your opponent to get to this stage of multiple layers, do not let him.
Just like with the rest of the game, if you got a problem with anything, you have the power to change it if you pursue it, so if you dont want your opponent to ever get two walls then you make sure they get regular visits to prevent that.

If you are not capable of that, then that is what it is supposed to be. Equally fair to the rest of the game. Current state is it is broken for everyone and the only one who enjoy that is people who request this game without any PvP.
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Re: Siege - Every day counts - Change proposal.

Postby shubla » Tue Mar 12, 2019 9:26 pm

If you limit siege by power of the village, its pretty unfair because big villages can raid anyone.
If you limit siege by usage of time, its pretty unfair because people who can play the game 24/7 can raid anyone.
There is probably no way to make siege fair.
Its better for sieging to be too difficult than too easy.
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Re: Siege - Every day counts - Change proposal.

Postby Headchef » Tue Mar 12, 2019 9:40 pm

shubla wrote:If you limit siege by power of the village, its pretty unfair because big villages can raid anyone.
If you limit siege by usage of time, its pretty unfair because people who can play the game 24/7 can raid anyone.
There is probably no way to make siege fair.
Its better for sieging to be too difficult than too easy.


Yes they can read ''any-noob'' but in reality effort vs reward all noobs will be left alone and just enables actual clashes between groups because now it's literally limited to catching people alone outside with scent...
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Re: Siege - Every day counts - Change proposal.

Postby eliminoid » Tue Mar 12, 2019 9:44 pm

Yeah totally good idea I support it +1
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Re: Siege - Every day counts - Change proposal.

Postby Kirche » Tue Mar 12, 2019 10:21 pm

sieges are an idea that runs contrary to the design of the game, it will never be balanced or fair when all it takes to completely invalidate several months of work is a single day for you to be completely reset to nothing.
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Re: Siege - Every day counts - Change proposal.

Postby battleslayer888 » Tue Mar 12, 2019 10:24 pm

+1, siege is dead currently.
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Re: Siege - Every day counts - Change proposal.

Postby budzilla » Tue Mar 12, 2019 10:27 pm

-1, sieging should not be a trivial thing people do just for shits and giggles.

When it comes to being able to completely wipe someone's progress, some serious thought, time, investment, and effort should need to be put in for it to be possible.

Go play rust or some shit if all you want to do is raid.
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Re: Siege - Every day counts - Change proposal.

Postby Headchef » Tue Mar 12, 2019 10:40 pm

budzilla wrote:-1, sieging should not be a trivial thing people do just for shits and giggles.

When it comes to being able to completely wipe someone's progress, some serious thought, time, investment, and effort should need to be put in for it to be possible.

Go play rust or some shit if all you want to do is raid.


''Being able to''?

That is literally always the case, can raid anyone who cannot pose resistance, it just requires insane time investment right now and that also prevents the ''world politics'' from taking place.

That is the actual problem, and you responding in this way with rust nonsense just shows your lack of int food.
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Re: Siege - Every day counts - Change proposal.

Postby Lyrroth » Tue Mar 12, 2019 11:03 pm

it doesn't change much if we revert back to shields or not, with abusing how claim works, its gonna be similar one way or another. also knowing jorb policy of not stepping back unless shit is really broken, i doubt anything will change "back". anyway, most of your post can be applied to shields as well

another aurora or maidcafe can always happen. factions proved to be able to pull that off as well as being able to siege kos easly without even using full force, apparently changing shifts between players was enough.

maybe thats the key. shifts of different fighters. (it is boring but then again, argument of destroying months of work in matter of day(s) is a pretty solid reason)
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Re: Siege - Every day counts - Change proposal.

Postby battleslayer888 » Wed Mar 13, 2019 1:41 am

Then you should put
budzilla wrote: some serious thought, time, investment, and effort.
into your defenses.
This goes back to legacy when you purposely left a 50 tile buffer for your village to stall out rams for another drying time or another ram.
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