Game Development: Salem & Haven

Announcements about major changes in Haven & Hearth.

Re: Game Development: Salem & Haven

Postby TeckXKnight » Fri Feb 08, 2013 3:55 am

bitza wrote:yeah i'll definitely have to say nople was by far the best attempt at having something nice :)

The AfO market was pretty nice too though. =o
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Re: Game Development: Salem & Haven

Postby painhertz » Fri Feb 08, 2013 3:57 am

TeckXKnight wrote:
bitza wrote:yeah i'll definitely have to say nople was by far the best attempt at having something nice :)

The AfO market was pretty nice too though. =o



And would have stayed that way but for Dis abuses....
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Re: Game Development: Salem & Haven

Postby Tonkyhonk » Fri Feb 08, 2013 12:10 pm

TeckXKnight wrote:
bitza wrote:yeah i'll definitely have to say nople was by far the best attempt at having something nice :)

The AfO market was pretty nice too though. =o

a market ruled by one of the major factions who are friendly to the most and accept basically everyone.
a market ruled by a raider faction who do not need any reasons to raid others outside their SG and you need a permission from them to use, AND you are supposed to accept their fixed prices. even though you could easily fake your identity
i see a big difference.
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Re: Game Development: Salem & Haven

Postby Amanda44 » Fri Feb 08, 2013 12:36 pm

bitza wrote:
Amanda44 wrote:Now though, i've been here long enough to be a lot more aware of the pvp aspect, including attack and defence systems and i'd like to know how established players feel about them and what they think is wrong with the current system.
Edit: Or link me, if no-one wants to go through it again. :)


ok well, since you asked, i'll try and keep my ideas short:

1. remove fast travel with the possible exception of hearth fires - this eliminates most, if not all, possibilities of walljump abuse (you can totally still jump walls btw)
2. remove keys, and replace with more conceptual gate opening, such as permission from the lawspeaker or a previously discussed lever system, or something
3. brickwall should be hand-breakable, but there should be a cap on sqrt(str) such that a brickwall will still take hours to knock down regardless of strength.
4. any object which needs to be flagged "unbreakable", needs to have a condition imposed that they cannot be built within X tiles of each other (statues, etc)
5. personal claim needs to work more as a deterrent for criminal acts. it doesn't matter if you leave scents, if you live in an unassailable fortress. maybe some sort of passive home defense system, or the ability to lay hidden "traps" on your claim that will hurt tresspassers?


Thank you bitza.

1. I'm pretty ignorant when it comes to the walljumping bug but am not a fan of fast travel anyway, it has always just seemed silly to me. Convenient, lol, but silly none-the-less.
2. Keys are redundant once you have a village due to the xrd's system so if fast travel were removed...............actually, i'm still thinking about this one, in rl you take your keys with you when you leave the house.............but then everyone would use the alt system and I have a problem with that due to my crappy pc, lol, by the time my pc reacts to running two accounts 100 people could have walked through my gates! I like the idea of a lever system though and it also seems more fitting to the game.
3. I don't really like the idea of b/walls being hand-breakable, again it just seems silly, I still can't see why rams are a bad idea, bugs aside it is exactly how walls would be breached. I think trebuchets should be added as well.
4. I agree.
5. I don't think i'd change pclaims, it's up to you to build up your defences.

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Re: Game Development: Salem & Haven

Postby Tonkyhonk » Fri Feb 08, 2013 12:52 pm

agh
rams are not the point of the issue.
the biggest issue many people claimed was that almost all major raids could only happen when either one side uses bugs/exploits or one side going inactive.
most important part was that when you track down a perp and once successfully starts seiging after rams get dry, the perp could just travel to another vault to get away with it and rangers had to go thru all over again from the scratch.

some even crashed the server to get away, some used bugs to get away. things werent working as they were supposed to but just bug/exploit race, as if winning was about "finding the bug/exploit first and keep it secret"
and by then, devs didnt have time to do something about it at all due to salem. most, if not all, of the new features of salem systems are coming from what devs thought might work better from what they read, heard and saw in haven.
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Re: Game Development: Salem & Haven

Postby Amanda44 » Fri Feb 08, 2013 4:06 pm

Tonkyhonk wrote:agh
rams are not the point of the issue.
the biggest issue many people claimed was that almost all major raids could only happen when either one side uses bugs/exploits or one side going inactive.
most important part was that when you track down a perp and once successfully starts seiging after rams get dry, the perp could just travel to another vault to get away with it and rangers had to go thru all over again from the scratch.

some even crashed the server to get away, some used bugs to get away. things werent working as they were supposed to but just bug/exploit race, as if winning was about "finding the bug/exploit first and keep it secret"
and by then, devs didnt have time to do something about it at all due to salem. most, if not all, of the new features of salem systems are coming from what devs thought might work better from what they read, heard and saw in haven.


Ahha, thank you Tonkyhonk.

So, if all bugs and exploits could be removed then the ram-b/wall system on its own is not really a problem. When it comes to big raids between factions I get what is being said but without using any bugs that would just bring the battle into the open and I see nothing wrong with that, isn't that exactly what would occur in a real seige. If anything it would add to the excitement, we hardly get any real pvp because everyone is scared of leaving their walls and losing their chars.

As for those not in huge groups - The hours it takes for rams to dry give smaller groups and less active players the chance to detect them and destroy them - if players are even more inactive than that, or for example on holiday, then thats when it pays to have made friends and alliances who can help you out.
I'm away for days at a time with my job and a month or more when I visit my parents, I had lots of offers of help in checking for rams or even staying in my village whilst i'm away, so it's still possible to protect yourself if you play the game as an mmo rather than living in total seclusion.

As for escaping to other vaults, i'm not sure what to say about that tbh, but escaping has to be an option in some way, the same as in rl. For example, as a hermit I could never defend against a group of raiders and rams but I would at least have time to exit through the back-door (was tempted to say through the gift-shop, lol, but that might be lost on majority of players) with my most precious belongings.

Even 'good' thieves escape justice from time to time. :)
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Re: Game Development: Salem & Haven

Postby Tonkyhonk » Fri Feb 08, 2013 4:49 pm

orz
i knew i shouldnt have tried.
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Re: Game Development: Salem & Haven

Postby Amanda44 » Fri Feb 08, 2013 4:56 pm

Tonkyhonk wrote:orz
i knew i shouldnt have tried.

:(

What have I said wrong?

Edit: I'm not trying to argue with you, in case you misunderstand me, i'm just trying to understand.
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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Re: Game Development: Salem & Haven

Postby Tonkyhonk » Sat Feb 09, 2013 3:48 pm

Amanda44 wrote:Edit: I'm not trying to argue with you, in case you misunderstand me, i'm just trying to understand.

i know you arent, its just that... perhaps you live in a different world (or i do) and i cant be bothered to try and think how better to explain this in english.
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Re: Game Development: Salem & Haven

Postby 524u » Sat Feb 09, 2013 10:27 pm

Haven And Hearth have lags :( and low players :( :cry:
B)
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