Game Development: Sniffing Glue

Announcements about major changes in Haven & Hearth.

Re: Game Development: Sniffing Glue

Postby Peter » Sun Mar 14, 2010 9:23 pm

The most practical thing to do with winds was to create a wind bomb using a cheap wind chime and a ultra-high Q winds to blow the doors off the enemy camps. Wind blades where apparently unfitting to the setting.
Surprise.
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Re: Game Development: Sniffing Glue

Postby g1real » Sun Mar 14, 2010 9:46 pm

But win(d)bombs are awesome.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Game Development: Sniffing Glue

Postby ElGato4 » Sun Mar 14, 2010 10:22 pm

Lothaudus wrote:^ Oh fuck yes.

warrri wrote:Yea, you definately should need large claims, which prohibit wildlife spawning around your city for 1k tiles range, because tahts how far away i would build my ram, then drive to you. Gtfo.

Which means you're building the ram on their claim, which again triggers the XMPP notification and again shows that "finding the ram" isn't an issue.

If you've got the Helms Deep scneario with the crazed group of murderers, they'll build a small wall that goes only around their hearthfire. They'll claim the area as far as they need to. You'll either build off the claim and have to walk the ram across their claim, triggering a trespass notification and having the Ram break down and require repairs (giving them time) - or you'll build it on their claim which again will trigger the notification and provide plenty of warning time.

That's plenty of time for them to login (and under the current travel system), teleport to a secondary fortress they have somewhere else and setup their hearthfire there. They'd be able to login and move back and forth between their fortresses every 12 hours while you're still waiting for your ram to dry.

if a perp's hearth was surrounded by only one layer of wall, then the perp could still be summoned and shot at with archery.
so, only reason you'd need to build a siege weapon is if you wanted to loot that body.
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Re: Game Development: Sniffing Glue

Postby Lothaudus » Mon Mar 15, 2010 2:07 am

You can summon someone without being right at their hearthfire?
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Re: Game Development: Sniffing Glue

Postby Avu » Mon Mar 15, 2010 3:48 am

So they tell me.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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Re: Game Development: Sniffing Glue

Postby Potjeh » Mon Mar 15, 2010 3:50 am

That's why you build a cabin in your hearth fort.
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Re: Game Development: Sniffing Glue

Postby lithos » Mon Mar 15, 2010 5:21 am

They should have set up raiding so that mechanics set up a "schedule". But then again that doesn't make sense with other game systems.
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Re: Game Development: Sniffing Glue

Postby fedorstrel » Mon Mar 15, 2010 11:27 am

As far as I understand 3 in-game days equal to 18 RL hours. But my ram dries about 30 hours already and I still can't operate it. I am disappointed.
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Re: Game Development: Sniffing Glue

Postby Seizure » Mon Mar 15, 2010 12:10 pm

fedorstrel wrote:As far as I understand 3 in-game days equal to 18 RL hours. But my ram dries about 30 hours already and I still can't operate it. I am disappointed.


3 in game days = 24 hours irl.
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Re: Game Development: Sniffing Glue

Postby Gauteamus » Mon Mar 15, 2010 2:38 pm

The reason your ram is still not dry after 30 RL hours is probably because of server crashes.
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