Experiment: XMPP notifications

Announcements about major changes in Haven & Hearth.

Re: Experiment: XMPP notifications

Postby sabinati » Sun Feb 27, 2011 4:05 pm

bring them back, but do this:

viewtopic.php?f=5&t=16163
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Re: Experiment: XMPP notifications

Postby burgingham » Sun Feb 27, 2011 4:12 pm

I am with Potjeh here, defenses are way too good even without the notifications. At least make it like suggested in the thread though.
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Re: Experiment: XMPP notifications

Postby hfacktor » Sun Feb 27, 2011 4:13 pm

As much as I love the idea of being instantly notified about such things, I think the system is just way too overpowered. Not so much the summoning aspect, because you should probably be able to get a large combat advantage between the time you summon and the time the guy can log on, but trespassing notifications really kill simple raiding tactics.

Say your character is online but you're halfway across the supergrid doing some hunting. You get a notification that there's trespassing on your personal claim (which is inside your village walls). You immediately hearth home and engage the bandits. Something about that just seems wrong. If you're away from your home you shouldn't be able to be immediately alerted of stuff happening there. There has to be some advantage to raiders in staking out a claim and waiting until the owner is away or offline before striking.
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Re: Experiment: XMPP notifications

Postby Potjeh » Sun Feb 27, 2011 5:32 pm

sabinati wrote:bring them back, but do this:

viewtopic.php?f=5&t=16163

It's a good temporary solution, but IMO it would be better if you had to set up fairly costly alarm traps, which can be detected with a good exploration check and disarmed with a good stealth check. I don't think they have to be tied to claims, either, but they should decay fairly quickly off-claim. Allowing trapping immediate surroundings of an enemy base would also serve as a much needed nerf to defences.

Anyway, the worst part of the current implementation is that it makes sneaking in rams entirely impossible.
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Re: Experiment: XMPP notifications

Postby novaalpha » Sun Feb 27, 2011 6:34 pm

Potjeh wrote:You should just axe the notifications, they're way too OP.
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Re: Experiment: XMPP notifications

Postby mvgulik » Mon Feb 28, 2011 12:04 am

I for one like the notification. (even though it cost me a character before I was completely logged in ... :shock: )

Potjeh wrote:Anyway, the worst part of the current implementation is that it makes sneaking in rams entirely impossible.

Not a very strong argument in my view, considering the currently available clients.

If your set on raiding a place that has notification active... start flooding it at regular intervals. To drive the gate keeper nuts first. (And when they stop peeking to see what up ... sneak in your ram.)
(probably better with irregular intervals ... )
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Re: Experiment: XMPP notifications

Postby Potjeh » Mon Feb 28, 2011 12:55 pm

A lot of people have too large walls and aren't vigilant enough about patrolling them. Having to resort to notification flood for days on end is just ridiculous.

Oh, and I've heard tale that some people hooked up their bots to XMPP, so they automatically log out and can't get killed in a raid.

But the bottomline is, notifications did a hundred times more to kill stealth than x-ray did, so they need to go away.
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Re: Experiment: XMPP notifications

Postby Lahrmid » Mon Feb 28, 2011 1:01 pm

I haven't really considered how much it breaks raiding and whatnot, but you give a valid argument, should be removed.
"T's better to reign in Hell than serve in Heav'n. " - Paradise Lost, Book I
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Re: Experiment: XMPP notifications

Postby Tonkyhonk » Mon Feb 28, 2011 1:13 pm

Potjeh wrote:A lot of people have too large walls and aren't vigilant enough about patrolling them. Having to resort to notification flood for days on end is just ridiculous.

i love having the notifications, for i can spend less time on patrolling, and have recommended friends to register for them all the time.
i wouldnt call it ridiculous, but, considering pvp aspects of the game, i may as well have to agree there.
i have this conflict, i want to keep them coming for my interest, but if i were to attack others for revenge or whatever the reason i might have, i would certainly want them to go.
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Re: Experiment: XMPP notifications

Postby Potjeh » Mon Feb 28, 2011 1:18 pm

If the defences were weaker they'd be OK, but defences would still be a bit too strong even without notifications.
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