Hearth vaults.

General discussion and socializing.

Re: Hearth vaults.

Postby DatOneGuy » Mon Jul 11, 2011 10:09 am

rozn wrote:
Spiff wrote:Just fix crossroads/teleports working out of inaccessible locations, change keys to work like passes where if you possess one, you can get in/out of the gate, but there's no holding it open for others (no more key alts). Then you have some good drama :D

People would still use CR to get in and out and then a key alt will still be used to take in animals, and fix Crossroads.

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Re: Hearth vaults.

Postby ysbryd » Mon Jul 11, 2011 10:21 am

Havent read thru all of this recently, but

How about HF lock down by applying scent to wall activates area of 20x20 lockdown..
Only usable by LS, chief or member of hurd... costs authority and a drain on auth after that depending on length of lockdown
No incoming outgoing ports in area... I mean ffs this area is supposedly 'surrounded' by an attacking force.. and you just waltz in or out? nope
Would allow large villages... *looks at Pande... to take out the problem if they so wished to do so, and smaller villages could maybe donate auth for the cause...an auth bank for seiges that can be donated into?

This would maybe allow for consensus on attack rather than just single people wanting to do it?
For the reality buffs... large estates would draw manpower from neighbouring villages in times of war, manpower obviously being unrealistic here.. authority uses the same principle.
Seiged properties could have the reverse in place, auth drain and "protection" bank?
Would cause polarisation of combat forces, for and against.. maybe with a list of towns who have contributed available for both sides to see?

And just remember.. all ideas are good ideas.. even the dumb ones.. cos figuring out why they wont work.. clarifys more what might work
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Re: Hearth vaults.

Postby Potjeh » Mon Jul 11, 2011 11:39 am

TheRedHun1 wrote:I like the hearth fire lockdown but that seems a little ahrsh and whats the point of being a criminal if you can't get away with it?

You could still get away with it, you'd just have to defend the place where your hearth is. Right now a retarded monkey can get away with murder.
One a range can destroy the hearth fire or cross road

Except if he build his vault larger so you can't reach his HF with bow.
Second the criminal will log on ready to vault hop but in the end can't because no more ways to hop other than to an idol but doesn't waste so much time.

Idol porting is how *everyone* gets in and out of hearth vaults.
If teleports you can go and repeat till he has no locations left to hide and with this it makes it fast and easy but simple and balanced.

Nope, if he switches enough vaults the scents will expire.
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Re: Hearth vaults.

Postby Achilles » Mon Jul 11, 2011 1:19 pm

ysbryd wrote:How about HF lock down by applying scent to wall activates area of 20x20 lockdown..

Seems to be nice and really fast&easy to implement. Some suggestions:
- Add "Lock" option to summon menu: lock hearthfire when used at any tile in reasonable range from that point, either surface or underground.
- Lasts several hours, timer should be refreshed by using scent again.
- Optional: Locking can take some time for full duration (like smoking), and user should be protected by allies for that time.
- Optional: Can leave scents.
- Can be implemented by adding "Hearth Flaw" effect to affected character.
- To prevent abuse (indesctructible blocker) we can use 'Shadow Hearthfires': appears if HF was moved or destroyed, non-blocker, allows to summon character at any tile around like without HF. Shadow Hearthfire exists all the time HF locked.
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Re: Hearth vaults.

Postby TheRedHun1 » Mon Jul 11, 2011 4:28 pm

Potjeh wrote:
TheRedHun1 wrote:I like the hearth fire lockdown but that seems a little ahrsh and whats the point of being a criminal if you can't get away with it?

You could still get away with it, you'd just have to defend the place where your hearth is. Right now a retarded monkey can get away with murder.
One a range can destroy the hearth fire or cross road

Except if he build his vault larger so you can't reach his HF with bow.
Second the criminal will log on ready to vault hop but in the end can't because no more ways to hop other than to an idol but doesn't waste so much time.

Idol porting is how *everyone* gets in and out of hearth vaults.
If teleports you can go and repeat till he has no locations left to hide and with this it makes it fast and easy but simple and balanced.

Nope, if he switches enough vaults the scents will expire.


I looked at this today and apperently you didn't read what I posted. The idea was to give players an advantage over criminals, but for them to still be able to get away. A lockdown will yes allow you get to a criminal and murder him but then the LOCK DOWN HITS YOU, double revenge for the criminal. Nice work.
Second a limit for 1 idol per master account could easily solve that. And it easy to track it saves you hours of ram time to easily chase after him and basically your knocking out one vault easily at a time so he can't keep going back and forth. And making a bigger vault? It would be insanely hard to defend that and the bricks required would just make him give up and if they do that anyways, kudos for them.

Also, remember the bigger the update the more it affects. We are trying to solve criminals and vaults not trying to give griefers an advantage. New siege equipement and hearth lockdowns can cause some searious griefing problems and not only that it isn't fair for the criminals either. I read earlier in a post that someone posted "We need criminals." It insanely true, without criminals being able to get away, they wont bother and the game will become shit. All the excitement gone in that one update. So, a happy medium would be a better solution and not a total domination advantage which in the end might solve the one problem but then cause other problems.
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Re: Hearth vaults.

Postby novaalpha » Mon Jul 11, 2011 4:45 pm

Windforce wrote:
Poly1212 wrote:
Potjeh wrote:If pewople were forced to actually band together almost every village would be involved in some way in any large conflict.


Forced? I'd thank you very much to not impose your will on the rest of us.



I'm sure if enough hermits gets their ass handed to them by raiders, they'll band together to fight back, or just quit like most hermits do since they have the "we cant fight back against them alone" mindset.


I bet they'll just quit.
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Re: Hearth vaults.

Postby Potjeh » Mon Jul 11, 2011 4:50 pm

TheRedHun1 wrote:I looked at this today and apperently you didn't read what I posted. The idea was to give players an advantage over criminals, but for them to still be able to get away. A lockdown will yes allow you get to a criminal and murder him but then the LOCK DOWN HITS YOU, double revenge for the criminal. Nice work.

If he can break into my village, sure. I'll take my chances.
Second a limit for 1 idol per master account could easily solve that.

LOL.
And making a bigger vault? It would be insanely hard to defend that and the bricks required would just make him give up and if they do that anyways, kudos for them.

You don't understand this game at all, do you?
New siege equipement and hearth lockdowns can cause some searious griefing problems and not only that it isn't fair for the criminals either.

Nope, wrong again.
It insanely true, without criminals being able to get away, they wont bother and the game will become shit.

The point is that it takes some freaking effort to get away. Currently it takes next to none, and you can commit enormous damage with it. The resources required to get away should be more proportionate to the damage you can cause.
All the excitement gone in that one update.

Seriously, can I have some of whatever you're smoking?
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Re: Hearth vaults.

Postby General-GSP » Mon Jul 11, 2011 7:48 pm

I was going to hold this back but....

Ok I'm admitting that I am part of the problem. I have plenty of places to hide and jump to one after another.

BUT GUESS WHAT. Not one single time has a ram been build at ANY of them.
NOT ONCE!
Noone even tries to break in. not even at the ones on the surface. I'm starting to feel like it was a waste of time to make so many. everyone keeps saying how damn impossible to but from what I've seen no one even tries. and BTW chasing me around for 9 days and not killing me but breaking 9 "vaults" will hurt and take us time to rebuild them.

Also a macro to continuely log a guy ( with no HF) that can then just jump to the next HV and afk there with no HF makes any Hearth fire locking pointless FYI.

A better fix will have to be found

I'm thinking of something that gets built near an enemy wall that forces decay on wall tiles in X radius. could be built to effect the entire vault wall all at once.
Con: can repair the section while the sapper is working larger the wall harder this is. guess rangers will be needed to defend the sapper this should still take roughly 24 hrs
Con: vault can still be abandoned and criminal gets away.
Pro: effects a large part of the wall than a ram and doesn't reguire being moved after built. in fact would suggest not being movable
Pro: could also effect Village totems over time 12-24 hrs. this will let you attackers wipe the vault away completly.
Pro: combine with ram for faster destrouction maybe a bonus to ram damage in AoE.

This is not a fix for getting at the criminal it is intended to be used to 100% nuke his hide outs. making it a lot harder to rebuild.
Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity.
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Re: Hearth vaults.

Postby DatOneGuy » Mon Jul 11, 2011 7:54 pm

No one built a ram because after encountering so many vaults you realize there is no fucking point.

Ways to stop a ram:
Charterstone
in a vault:
Village Idol

Oh man look right there automatic stopping of any ram, because a CS will eventually get in, so will an idol, will take some work but you'll get there.

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The fact that you have more than one just proves how REALLY worthless it is. You think someone is going to say" Oh well they went through the trouble let me stay here so they can kill me?", no, pfft.

Vaults are broken, game is broken.
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Re: Hearth vaults.

Postby burgingham » Mon Jul 11, 2011 8:02 pm

General-GSP wrote:BUT GUESS WHAT. Not one single time has a ram been build at ANY of them.
NOT ONCE!


Why would I waste my time on such a pointless exercise? Everyone with half a brain knows it isn't going to achieve anything other than to cost my time and ressources.
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