Wall jump exploit: sipmlest solution.

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

Re: Wall jump exploit: sipmlest solution.

Postby Potjeh » Fri Nov 12, 2010 1:27 am

Dropping a village just to deny building spots with crossroads seems a bit far fetched. Especially if they're destructible once the village runs out of authority.

Siege claims are mostly there for traps. I think we can all agree that making traps buildable anywhere is a bad idea.

Like I said, summoning changes are mostly for thwarting use of multiple tiny hearth forts to evade summoning. If they had to be large, it wouldn't be feasible to build a ton of them. Though I guess if fast travel had to respect topography you could trap your target in one fort till you break the walls. If you have a better solution for this problem, I'm all ears.
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Re: Wall jump exploit: sipmlest solution.

Postby spectacle » Fri Nov 12, 2010 1:48 am

Maybe a status effect that limits how often you can move your hf if there are scents out there with your name on it? Hf moving shouldn't be completely blocked though, people should always have a chance to move their hf into cover if they end up leaving scents unplanned. Alternatively moving your hf could extend the duration of any scents you have left.
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Re: Wall jump exploit: sipmlest solution.

Postby Breakneck9 » Fri Nov 12, 2010 2:00 am

wouldn't the simplest solution to this be not being able to build a village no closer than 100 tiles to another village claim? (or whatever wall jumping prevention distance).

Also, Allow Rams to be moved a greater distance, do more damage, and dry quicker, however with an Idol Village alert system in game, and/or with instant email that someone is committing criminal acts on village territory to all village members so that they may be prepare for battle since this is a slower paced game and people are not always on 24/7.
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Re: Wall jump exploit: sipmlest solution.

Postby Potjeh » Fri Nov 12, 2010 2:01 am

spectacle wrote:Maybe a status effect that limits how often you can move your hf if there are scents out there with your name on it? Hf moving shouldn't be completely blocked though, people should always have a chance to move their hf into cover if they end up leaving scents unplanned. Alternatively moving your hf could extend the duration of any scents you have left.

Now that's a damn good idea.
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Re: Wall jump exploit: sipmlest solution.

Postby Breakneck9 » Fri Nov 12, 2010 2:10 am

Potjeh wrote:
spectacle wrote:Maybe a status effect that limits how often you can move your hf if there are scents out there with your name on it? Hf moving shouldn't be completely blocked though, people should always have a chance to move their hf into cover if they end up leaving scents unplanned. Alternatively moving your hf could extend the duration of any scents you have left.

Now that's a damn good idea.



+1

This would also foster more community development for defense as well.

And wouldn't making hearth vaults be near impossible if you cannot place 2 parallel brick walls a certain distance apart 4 - 8 tiles, whatever distance, and have to place walls a certain distance from water, cliffs, and mountain passes?
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Re: Wall jump exploit: sipmlest solution.

Postby burgingham » Fri Nov 12, 2010 2:28 am

It would be enough to have a rule that brickwalls have to be at least one tile apart from each other. That way people could still build multi layer bricks around there town without much more effort, while making hearthvaults impossible.
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Re: Wall jump exploit: sipmlest solution.

Postby Breakneck9 » Fri Nov 12, 2010 2:35 am

burgingham wrote:It would be enough to have a rule that brickwalls have to be at least one tile apart from each other. That way people could still build multi layer bricks around there town without much more effort, while making hearthvaults impossible.


A rule as in a guideline by jorb/loftar, or implement in update? also same with not being able to build directly on the banks of water or next to cliffs or mountain passes?

And wouldn't a village distance from each other to prevent the wall jump exploit be able to be implemented via programming code and update?
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Re: Wall jump exploit: sipmlest solution.

Postby sabinati » Fri Nov 12, 2010 2:38 am

spectacle wrote:Maybe a status effect that limits how often you can move your hf if there are scents out there with your name on it? Hf moving shouldn't be completely blocked though, people should always have a chance to move their hf into cover if they end up leaving scents unplanned. Alternatively moving your hf could extend the duration of any scents you have left.


cool idea
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Re: Wall jump exploit: sipmlest solution.

Postby Gauteamus » Fri Nov 12, 2010 2:39 am

How would you actually make that rule work, Burg?

Alternate rule: not allowed to place a fresh cornerpost next to existing walls.
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Re: Wall jump exploit: sipmlest solution.

Postby Breakneck9 » Fri Nov 12, 2010 2:50 am

how about a grappling hook to scale cliffs? this would help in making hearth vaults useless.
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