Decaying authority objects

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

Re: Decaying authority objects

Postby vikingdragons » Thu Feb 18, 2010 12:36 pm

yes, towns should be able to build defenses tp protect against seige engines. and seige engines take a shit-ton of time and resources. and a long seige takes plenty of food and water. so, for this warfare to be implemented, you will need to scout defense constantly, build your siege eninges, organize your army, and set up solid and well defended supply lines (after all, be a shame if the villagers sent soilders out the back door to cut off your supplies :twisted: i know i would do that) but i think that putting a feeding decay into stakes and idols and stuff is a double edged sword. on one hand, it makes a need for dreams (although they dont really take up space anyway, you just dont harvest), and on the other, it will get annoying, and if done to simply, ppl will just cramm hundreds of dreams into their idol, and it will never go away! i much perfer activity checks. if somone doesn't log on for a certain amount of time (somewhere between 1 week to a month) then to bad, so sad, your claim/village is gone. after all, when someone dies in there sleep, ppl just dont stay off their land forever!
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Re: Decaying authority objects

Postby Jackard » Thu Feb 18, 2010 3:35 pm

theTrav wrote:while I think sieges would be neat, I don't think it gels well with the current village implementation... Perhaps when it becomes possible to make serious fortifications rather than just a few walls.

Until then I'd think giving the contest mechanic some sort of low magic, shamanistic, theme to match the whole flaming skull totem dealy. Alternatively just make it a big fight out that goes something like:

1 - Attacker errects a conquest banner
2 - Timer starts ticking down, it's visible to both sides (maybe spectators as well?)
3 - Attacker needs to have someone within a certain radius of the banner until the timer hits zero
4 - If defenders get in the radius at the same time as attackers, the timer stops
5 - If defenders get in the radius and the attackers don't the timer increases
6 - The whole time the conquest is running a second timer is ticking down to indicate the time within which the conquest must be completed.

End conditions
Timer hits 0 - Attacker wins
attacker timer > conquest timer - Defender wins

You could balance it out by tweaking the timer initial vallues and change rates, you could make conquest easier/harder than destruction, you could use you XMPP protocol to alert people that their village is under attack.

this sounds similar to darkfall

not really that interesting
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Re: Decaying authority objects

Postby Chakravanti » Thu Feb 18, 2010 8:02 pm

Jackard wrote:this sounds similar to darkfall

And shadowbane (Darkfall's superior predecessor). But Scheduled PvP just doesn't fit the feel of this game. I like battlefield attrition where assasins are so cheap that vandals are the sacrifice made to mount an assault on an offline village.
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Re: Decaying authority objects

Postby Avu » Thu Feb 18, 2010 8:33 pm

And THAT fits the feel of the game? Fuck feeling I want something that gives a defending village a semblance of a change.
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Re: Decaying authority objects

Postby Chakravanti » Thu Feb 18, 2010 11:57 pm

I agree, if you're online, warfare should just be a shitton cheaper than it is now. Defense>Offense Defenders should always have the advantage. Attackers should have to fight tooth and nail to break a village. BUt I just don't know if I see scheduled PvP in H&H. Otoh, I can't think of another fair way to make it happen outside of scheduled GvG. Cheapening combat and making simpler (versus retardedly complex while not adding any real strategic diversity) is a step in the right direction but I'll grant you that only scheduled GvG will ever be 'Fair'.
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Re: Decaying authority objects

Postby Drowner » Fri Feb 19, 2010 12:04 am

I agree with the fact that Scheduled pvp would be bad in H&H.

I might be crazy but I thought I read something about an email notification system if your village is being attacked. I can not find it again so this may have been me dreaming, but something like that would be cool. If any asset on your claim or village takes damage and email is sent out letting you know to log in if you can ! :P
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Re: Decaying authority objects

Postby sabinati » Fri Feb 19, 2010 12:16 am

it's an XMPP (aka jabber/gchat) notification, and it's only if someone trespasses on your claim or summons you.
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Re: Decaying authority objects

Postby Chakravanti » Fri Feb 19, 2010 12:27 am

It can be expanded to village authority. And if you're really 1337 you can tie those notifications to forward the notification as a text message if your phone supports certain protocols.

Even if all that is done...it doesn't mean people's lives can revolve around H&H. I hate to say it but there is a certain point where you have to give that a game...to be playable has to have some sort of reasonable method of achieving GvG becuase it IS a GvG game.

Also, it should be noted that even scheduled GvG is not always 'fair.'
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Re: Decaying authority objects

Postby theTrav » Fri Feb 19, 2010 6:17 am

Not familiar with darkfall or shadowbane...

Where did "scheduled" pvp come from? Did someone else suggest that? My suggestion wasn't for a schedule so much as "there's a battle going on RIGHT NOW, it's going to last for at least the next XXX time and will at most go for XXX time units" Then people can decide whether to be part of the battle or not.

I'm deliberately trying to avoid "siege" as the model for conquering villages, because, contrary to how people seem to have interpreted palisades and walls, I don't believe villages are supposed to represent fortifications in the way castles and medieval places did.

My understanding of the germanic peoples for the time period the game was set in was that pretty much every man was a warrior, but there was no real concept of a professional soldier, nor even a king/general. A village is a collection of families that has chosen to live together, typically lead by the strongest (personality or actual strength) guy in it and if shit gets really serious and requires multiple villages to coordinate over something, then the chiefs get together and decide which fighting men go where.


It seems that a lot of posters want to take the approach of a more feudal society where there's knights and soldiers, castles, catapaults etc. I don't think that's especially appropriate to the game...
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Postby Jackard » Fri Feb 19, 2010 6:20 am

theTrav wrote:Where did "scheduled" pvp come from?

My suggestion wasn't for a schedule so much as "there's a battle going on RIGHT NOW, it's going to last for at least the next XXX time and will at most go for XXX time units" Then people can decide whether to be part of the battle or not.

because thats kinda sorta how darkfall works

people try to time that sort of thing when the other side is sleeping
Last edited by Jackard on Fri Feb 19, 2010 6:23 am, edited 1 time in total.
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