Wall jump exploit: sipmlest solution.

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

Re: Wall jump exploit: sipmlest solution.

Postby Jackard » Thu Nov 11, 2010 8:28 pm

Potjeh wrote:Traps should be capable of killing or seriously handicapping a character.

Just the latter, theres nothing interesting about instadeaths.
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Re: Wall jump exploit: sipmlest solution.

Postby Granger » Thu Nov 11, 2010 9:55 pm

Potjeh wrote:Traps
They would need to work in both ways (meaning: affecting everyone).

Siege claim
You're just suggesting a way how to build crossroads on claimed area of another village.

So you basically remove the need for rams and traps (at least as long as CRs work like they do).

Siege camps could also be tied into a system for taking over villages. Like, if you extended it over the enemy's idol it'd stop authority gain and disable porting to that idol, plus add a drain on the target village's authority. If you can hold the idol long enough (depends on how much authority they have to begin with) it'll go out and you can destroy it or relight it to take the village for yourself. The defender must destroy your siege camp before the timer is out to prevent this.
So we're all A.D. (just to name a currently powerful faction) in the end?

Secondly, they should be more expensive, ie you should be forced to build larger forts. A way to do this would be to make people summonable at their idol, which means that if people can get close enough to your fort's idol to see it, they can also summon-execute you with bows.
What keep you from leaving the village you're in for the time you need to hide?

There's the question of villageless criminals, and the only solution that comes to mind is to make them summonable anywhere. Yeah, it's unfair to newbie thieves, but I think that the pros outweigh the cons.
No, this is totally unbalanced.

Anyway, I reckon idol summoning could completely replace hearth summoning, so you could safely use the hearth as a travel bookmark.

NOT this.
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Re: Wall jump exploit: sipmlest solution.

Postby Potjeh » Thu Nov 11, 2010 10:21 pm

Traps shouldn't affect people with trespassing permissions, else you'd have to leave safe paths which could be found through mass alt sacrifice.

The whole point is that wall jumping should no longer be possible.

Yes, if they can actually keep all those villages' authority meters full and prevent you from retaking them. I think that conquest of territory would be far more interesting for the political landscape than the current raids. This would also be a good way for takeover of mines, which is kinda messy nowadays.

What's unbalanced about idol summons? How about an alternative - if a hearth is in building, you can summon by clicking the building it's in. Either ways, the point is that a tiny fort doesn't do anything for protection, it should require a large compound so you can't just build a dozen forts and keep switching between them till the scents expire.
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Re: Wall jump exploit: sipmlest solution.

Postby Jackard » Thu Nov 11, 2010 11:04 pm

Potjeh wrote:Traps shouldn't affect people with trespassing permissions, else you'd have to leave safe paths which could be found through mass alt sacrifice.

I never really liked seeing 'safe' traps in games. Something feels wrong with it - it's like having no friendly fire for a fireball, it removes thinking from the game
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Re: Wall jump exploit: sipmlest solution.

Postby Gauteamus » Fri Nov 12, 2010 12:03 am

jackard wrote:I never really liked seeing 'safe' traps in games.


Agreed.

How about traps with no allegience bias, but where the builder/claim owner can toggle a switch to make it armed/unarmed?

Expanding on this:
Armed traps will hurt/slow/decapitate anyone stepping on them/failing a Agi check/whatever, claim owner sees traps on his claim, and can colour code which groups of kin are allowed to see traps on claim.

Possibly have groups of individual traps being linked to a central lever so you dont have to go arming/unarming hundreds of traps OR maybe the hazzle of arming/unarming is what balances the desire to fill the world with traps (I think I lean to the latter, no grouping of traps)
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Re: Wall jump exploit: sipmlest solution.

Postby Potjeh » Fri Nov 12, 2010 12:44 am

Safety of traps represent knowledge of where they're hidden. Would it feel better if you had to have a map of the traps to move across without triggering, and could only move at crawl speed?

Though armed/disarmed toggle also sounds good to me. This shouldn't carry the risk of triggering the traps, though.
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Re: Wall jump exploit: sipmlest solution.

Postby Gauteamus » Fri Nov 12, 2010 12:57 am

Potjeh wrote:Would it feel better if you had to have a map of the traps to move across without triggering, and could only move at crawl speed?


Running the risk of sounding like Nasreddin Hodja, always agreeing with the one who last spoke:

Yes, that sounds interesting! The enemy could steal the map, or observe for weeks ahead of the attack where the villagers are moving at crawling speed and not. But then again, combined with toggleable traps, the villagers could crawl on purpose where there are no traps, and walk normally where the unarmed traps are, only to switch the traps to armed when they expect the attack. ;)
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Re: Wall jump exploit: sipmlest solution.

Postby DatOneGuy » Fri Nov 12, 2010 1:02 am

burgingham wrote:Why not make cr work like hearthfires and let them have no bounding box. I don't see much griefing potentital for that.

That's fine until you consider:
CR is still breakable: Public CRs always griefable
CR not breakable: CR griefing to deny 'building' since no one can break it.
Avu wrote:Well that should be easy to take care of. Have new walls get crap soak until they "dry". There goes walling my wall with wall thing.

Yes please.

GreenScape wrote:maybe brickwall should require more resources, like 100 bricks for a section?

Shut your whore mouth.


Potjeh wrote:Traps should be capable of killing or seriously handicapping a character. The latter could be some long-lasting debuffs that make a character useless in combat, such as doubling cooldown of all moves or drastically lowering skill values. They should also be capable of outright preventing a character from passing through, so that no amount of con will let you walk over them and destroy the ram. Traps also need to autoreset, so you can't just use a bunch of alts for demining. The only way to deal with them should be detecting (per*exp vs int*stlth) and defusing (dex*per vs dex*int), and defusing should run risk of triggering the trap and suffering it's effects. This way breaking a ram won't be a trivial thing, and failure could badly tip the scales against you in the upcoming combat.

Sounds pretty okay I guess

Potjeh wrote:Stuff about siege claims and village idol summoning


No thanks to siege claims unless drastically altered. Hell no to village idol summoning... Just hell no...

Potjeh wrote:What's unbalanced about idol summons? How about an alternative - if a hearth is in building, you can summon by clicking the building it's in. Either ways, the point is that a tiny fort doesn't do anything for protection, it should require a large compound so you can't just build a dozen forts and keep switching between them till the scents expire.

Super hell no.

Gauteamus wrote:
Potjeh wrote:Would it feel better if you had to have a map of the traps to move across without triggering, and could only move at crawl speed?


Yes, that sounds interesting! The enemy could steal the map, or observe for weeks ahead of the attack where the villagers are moving at crawling speed and not. But then again, combined with toggleable traps, the villagers could crawl on purpose where there are no traps, and walk normally where the unarmed traps are, only to switch the traps to armed when they expect the attack. ;)

The map idea sounds good, the crawling also sounds pretty okay.
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Re: Wall jump exploit: sipmlest solution.

Postby notalbanian » Fri Nov 12, 2010 1:10 am

DatOneGuy wrote:That's fine until you consider:
CR is still breakable: Public CRs always griefable
CR not breakable: CR griefing to deny 'building' since no one can break it.

What about making CRs only breakable by the LS or chieftain of the village it's in?
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Re: Wall jump exploit: sipmlest solution.

Postby Darkavatar » Fri Nov 12, 2010 1:21 am

notalbanian wrote:
DatOneGuy wrote:That's fine until you consider:
CR is still breakable: Public CRs always griefable
CR not breakable: CR griefing to deny 'building' since no one can break it.

What about making CRs only breakable by the LS or chieftain of the village it's in?


Or make the have 30~ soak so a alt griefer cannot smash them, also make them drop scents regardless if it is an active cr or one made to be a destination. However the LS or Cheiftain of the active cr should be able to break them instantly.
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