Wall jump exploit: sipmlest solution.

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

Re: Wall jump exploit: sipmlest solution.

Postby Onionfighter » Thu Nov 11, 2010 1:39 am

jorb wrote:Feel free to suggest ways of making them less silly.

Definitely something to think about.
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Re: Wall jump exploit: sipmlest solution.

Postby jorb » Thu Nov 11, 2010 1:42 am

Shorter cooldown before use?
Longer operating distance?

Idk. They're obviously useless as it is now.
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Re: Wall jump exploit: sipmlest solution.

Postby Sotsa » Thu Nov 11, 2010 1:55 am

Let's see how useless they become without the wall jumping bug? I don't know i've been around for ramming down brick walls before.
Edit: sure it takes alot of time and a shorter cooldown would be nice, i guess?
Maybe security should be more about retaliation than strong walls.
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Re: Wall jump exploit: sipmlest solution.

Postby Sarchi » Thu Nov 11, 2010 2:02 am

Sotsa wrote:Maybe security should be more about retaliation than strong walls.


Lower brickwall soak to 30 and palisades to 2?
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Re: Wall jump exploit: sipmlest solution.

Postby Avu » Thu Nov 11, 2010 2:05 am

What retaliation? You goons forgot how we trashed your place into the ground twice? Your infrastructure is way more important that chars. If you get hit and they get time to fuck you over it's over...
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Re: Wall jump exploit: sipmlest solution.

Postby Sotsa » Thu Nov 11, 2010 2:20 am

Avu wrote:What retaliation? You goons forgot how we trashed your place into the ground twice? Your infrastructure is way more important that chars. If you get hit and they get time to fuck you over it's over...

Well fuck you too.
And I don't think it wasn't the loss if infrastructure that was the biggest loss to goons when xanadu was raided.. we shortly had shit running in a new town.
What was a blow was the loss of many players, and demoralization in general.

How is this even a good argument. What i meant was that if walls were weaker, maybe defense could be based more on a threat of retaliation that strong ass walls, since the favour could be returned easily SINCE retaliation is made with characters, not infrastructure.
Also, hiding/vaulting away stock materials to rebuild infrastructure?
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Re: Wall jump exploit: sipmlest solution.

Postby Avu » Thu Nov 11, 2010 2:34 am

How do retaliate against alts and heartvaults noob? I can hit you and you'd never know what to hit back all I'll lose is maybe a full trad char or two and you get to hit a hearthvault most likely at full change because nobody keeps chars that aren't planning mischief at full trad. Then you'd get what? No char and no town hooray.

Griefers don't need an easier time to grief what is needed is real reasons to attack others right now it's a lulzy move that will make you lose a lot more than you'll ever gain.

Rams don't get used because extremely rarely it's worth the effort. Food doesn't have the value of the effort it takes to move it, high q resources can be kept completely hidden due to the incredible size of the map were anonymity is practically guaranteed.
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Re: Wall jump exploit: sipmlest solution.

Postby DatOneGuy » Thu Nov 11, 2010 2:40 am

1)Implement the idea you guys had going about the corners being the weak parts and breaking them meaning the whole side taking huge structural damage (many holes in the wall) so that it's the smartest way to take down a city
2)Make them have a shorter cooldown time or at the LEAST make their secondary-cooldown much lower, like 1~2 hours.
3)Make things harder to break, rams more important
4)Make handheld rams instead of using a pickaxe, and have them add more than just 2 damage, maybe made of pure cast iron, like 20 bars? holds in both hands, drops stamina faster just walking with it (or even in inventory), but adds significant damage (10?) to you attacking.

We need different types of end tier wall. Focusing on a single thing as 'best' is gay, variety is key. Even if just in visuals, but hopefully in effect too.
Last edited by DatOneGuy on Thu Nov 11, 2010 3:58 am, edited 1 time in total.
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Re: Wall jump exploit: sipmlest solution.

Postby Gauteamus » Thu Nov 11, 2010 2:45 am

Ok, the forum ate my suggestion, but I'll repost it now, as I 15 minutes later still cannot find flaw in this baroque...
never mind, just shoot it down gently.

SUGGESTION:
1) Rams do not have a glue cooldown on being built, has loooong operational radius, can be destroyed by hacking away at it, possibly slowly decays when hitting something.
This is the default way stuff works in this game, glue cooldown and the operational radius are the toads in the theatre.

2) New buildable object: Dragon tooth.

The dragon tooth blocks one tile, but cannot be built (in a tile) adjacent to (a tile where there is already) a tooth. Rams, carts and wagons can thus be blocked, but not toons.

The tooth can be destroyed by chopping at it for an extensive period of time (e.g. 4 hours), think stump removal only slower. The time needed to remove is independent (or near independent) on character Strength or the number of aggressors. Chopping at a tooth emit a chopping noice, that can be heard in a radius of a minimap or so. If at any time, all character chopping at a tooth stop chopping, e.g. in order to dodge arrows, the timer resets.

A tooth can also be eroded over time, by dropping acid or maybe termites on it (vinegar or soldier ants will do). The erosion will be complete after e.g. 12 hours, and the tooth disappear. A tooth attacked by acid or termites emit a soft noise only audible in the tiles adjacent to the tooth. An ant/acid attack can be stopped by pouring water on the tooth.

The cost to build teeth is rather mundane, maybe 50 stones + 1 feldspar.

Teeth can not be built on claims w/o vandalism rights, and both chopping and anting a tooth without rights leave some appropriate scent.

Graphichs: recolour of the stump sprite

EDIT:
3) It should never ever be possible to defeat a brick wall (or more generally, an endgame wall) without using a ram or a ladder.
Having an endgame that consists of "Brickbreaker at 100k Str" does not make fun. (I am not saying that is all there is of current endgame, though)

4) The obvious flaw here is that the teeth will block your own cart/wagon going in and out of the town, unless you have some sort of drawbridge mechanic that lets friendlies pass. Sorry for wasting your time with this. (The only reason this would work fairly well with the game as it is today, is the stupid teleport rules)
Last edited by Gauteamus on Thu Nov 11, 2010 3:02 am, edited 2 times in total.
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Re: Wall jump exploit: sipmlest solution.

Postby Jackard » Thu Nov 11, 2010 2:52 am

Avu wrote:Rams don't get used because extremely rarely it's worth the effort. Food doesn't have the value of the effort it takes to move it, high q resources can be kept completely hidden due to the incredible size of the map were anonymity is practically guaranteed.

this is the impression i got

'course jorb has said he wants to do something about altvaults

Gauteamus wrote:dragon teeth!!

what the fuck is this
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