What to do about Vaults

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

Re: Illegal Hearth Vault on

Postby rye130 » Thu Oct 20, 2011 8:52 pm

So is it official? Aslong as you have cows your vault is legal?

YES!
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Re: Illegal Hearth Vault on

Postby bmjclark » Fri Oct 21, 2011 1:36 am

burgingham wrote:
Ganssama wrote:Pandemonium - biggest and most defended vault in HnH. Try to prove that it is not :lol:


We have cows.


So does ainran
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Re: Illegal Hearth Vault on

Postby Avu » Fri Oct 21, 2011 2:14 am

Fucking vaults. Tons of things can be done to make them a lot less viable.

Hearthfire lockdown. If you got a scent you get a new option to lock the offending hf to its current location so no vault hopping is possible. Lockdown expires with scent expiration or ranger unlocking it (so there is room for diplomacy).

Give walls soak depending on a civilization/activity rating of the village/claim that covers it. This rating is basically a measure of how lived in a place really is. Things like live animals and growing crops/trees would be worth a lot, multiple buildings as well the more you got the stronger the wall.

Not as good as the previous idea but: give soak depending on how many wall tiles are part of a wall system. Tiny vault shit should be weaker than real towns.

Make most of the buildings/containers on a foreign claim veeery hard to destroy by hand. It makes no sense that shit that took half a year to build to be destroyed in a couple of hours. People with vandalism rights can destroy stuff easily on personal claims. LS/Chief should have this ability for village property and at least a new villager rank needs adding who would have easy destroying permission. If you want to destroy shit better chose how you waste those few hours of raiding either knockdown a kiln or a mansion full of cupboards if you want to do more damage build a ram.
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Re: Illegal Hearth Vault on

Postby Sarchi » Fri Oct 21, 2011 2:30 am

Avu wrote:Give walls soak depending on a civilization/activity rating of the village/claim that covers it. This rating is basically a measure of how lived in a place really is. Things like live animals and growing crops/trees would be worth a lot, multiple buildings as well the more you got the stronger the wall.


You could also abuse this by using low quality animals/trees/crops. Authority level should play a role in this as well.
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Re: Illegal Hearth Vault on

Postby Avu » Fri Oct 21, 2011 2:55 am

Even low q shit needs work to keep it alive/ growing so who cares. As for authority if you're referring to authority increase over time that would be utterly useless due to how easy auth alts are to use now. If it's max authority I guess it could be a factor and it would stop having 50 tiny vaults but won't stop a vault someone dumps 200 statues in (seeing how invincible statues make sense once walls aren't invincible anymore)
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Re: Illegal Hearth Vault on

Postby Sarchi » Fri Oct 21, 2011 3:37 am

Avu wrote:Even low q shit needs work to keep it alive/ growing so who cares. As for authority if you're referring to authority increase over time that would be utterly useless due to how easy auth alts are to use now. If it's max authority I guess it could be a factor and it would stop having 50 tiny vaults but won't stop a vault someone dumps 200 statues in (seeing how invincible statues make sense once walls aren't invincible anymore)


Animals aren't hard to feed when not pregnant, especially considering that you could just use a trough bot in order to automatically fill with fodder from beetroot.

It'd just be one extra maintenance for people who truly wish to use hearthvaults.

Yes, I was referring to max authority. Statues could potentially be abused, yes, but the point was to at least limit the amount of vaults someone would make or even discourage vaults altogether because they're too much of a pain in the dick to make.

I certainly like the idea to make wall soak depend on wall size as well. It would encourage building bigger villages.
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Re: Illegal Hearth Vault on

Postby boshaw » Fri Oct 21, 2011 3:44 am

Avu wrote:Not as good as the previous idea but: give soak depending on how many wall tiles are part of a wall system. Tiny vault shit should be weaker than real towns.


Sarchi wrote:I certainly like the idea to make wall soak depend on wall size as well. It would encourage building bigger villages.


That could just be abused by making layers after layers around a small inner plot, maze vault would be fun to see at first though
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Re: Illegal Hearth Vault on

Postby Astarisk » Fri Oct 21, 2011 3:57 am

Avu wrote:Hearthfire lockdown. If you got a scent you get a new option to lock the offending hf to its current location so no vault hopping is possible. Lockdown expires with scent expiration or ranger unlocking it (so there is room for diplomacy).

As I said in another thread, that really isn't much of a solution. Its pretty damn easy to stay logged in and away from the danger zone till your scents expire, granting server stability of course.
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Re: Illegal Hearth Vault on

Postby Sarchi » Fri Oct 21, 2011 4:45 am

Well, the solution to that would be quite simple then: you cannot move off the tile that your hearthfire is on if under lockdown.
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Re: Illegal Hearth Vault on

Postby burgingham » Fri Oct 21, 2011 5:04 am

bmjclark wrote:
burgingham wrote:
Ganssama wrote:Pandemonium - biggest and most defended vault in HnH. Try to prove that it is not :lol:


We have cows.


So does ainran


Did I say AInran was a vault?
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