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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
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molenga
- Posts: 360
- Joined: Wed Feb 25, 2015 7:00 pm
Re: Sabotage and game mechanics
Well, I was not trying to insult you or anything, so it is expected that you would be called worse!Robben_DuMarsch wrote:R'Lyeh has called me worse.
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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Sabotage and game mechanics
burgingham wrote:You don't have 12 angry players. You have 12 people not playing the game anymore.
And lol at rebuilding in a week... An actual developed town needs several weeks if not months to recover from a proper raid.
Yeah, then you have to balance time factors, make it too long and hard to vandal? Most people won't bother sieging, not worth the effort. Make it short enough? I'll just stay in your walls until I'm good and ready to leave. The main idea of a siege in this game really is to burn everything to the ground and cripple the enemy.
Honestly the best way to combat spys has been, and will always be personal plots and walls everywhere. It deters any real effort as the loot will be much smaller, and destruction is limited. Hell, they could do away with slave keys on village land and just introduce a sort of short instant travel like crossroads used to be thats only usable within the village itself.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Sabotage and game mechanics
I do prefer permissions over keys either way thoughjordancoles wrote:Uhh, if the person is given permissions instead of keys what stops them from doing the same thing and opening the gate?Avu wrote:So you had your fun with stupid keys. When can we get permision gates instead (you can only pass a gate if you have permision for it)? There can be no meanigful recruitment of outsiders with the risk being total town distruction by a single mole. Arson system for buildings, poison system for animals, 1 hhp daamge for each item stolen destroyed out of a cupboard and the mentioned kingdom system that you promised a post about.
The only real solution to that is making it so that when you right click a gate with key permissions you'd be teleported to the other side of the gate instead of opening it and walking through
That'd make it so only the people allowed to enter and exit can do so without letting in unwelcomed guests
Make pclaim override vclaim so personal plots can be managed by the owners and good2go
Last edited by jordancoles on Mon Nov 09, 2015 8:37 pm, edited 1 time in total.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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molenga
- Posts: 360
- Joined: Wed Feb 25, 2015 7:00 pm
Re: Sabotage and game mechanics
I think the problem is that razing a base to the ground is too fast in comparisson to building it in the first place, either make vandalism take longer or make it easier for people to set up their bases to solve the problem.Astarisk wrote:burgingham wrote:You don't have 12 angry players. You have 12 people not playing the game anymore.
And lol at rebuilding in a week... An actual developed town needs several weeks if not months to recover from a proper raid.
Yeah, then you have to balance time factors, make it too long and hard to vandal? Most people won't bother sieging, not worth the effort. Make it short enough? I'll just stay in your walls until I'm good and ready to leave. The main idea of a siege in this game really is to burn everything to the ground and cripple the enemy.
Honestly the best way to combat spys has been, and will always be personal plots and walls everywhere. It deters any real effort as the loot will be much smaller, and destruction is limited. Hell, they could do away with slave keys on village land and just introduce a sort of short instant travel like crossroads used to be thats only usable within the village itself.
Now, it is obviously easier to make vandalism take longer then to rebalance all of the game to allow base building to be faster, so I think that´s the way to go, but I agree that it shouldn´t be so hard and costly as to make it unworthy of the effort you need to put in it.
Best solution would be to rework pvp and create a siege mechanics that would be both fun for the attacker as for the defender, but that is easier said than done.
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Raffeh
- Posts: 657
- Joined: Sun Jul 17, 2011 12:16 pm
Re: Sabotage and game mechanics
Don't act like a saint.Robben_DuMarsch wrote:R'Lyeh has called me worse.
Many insults were thrown both directions and some threw none.
TRAITORS WILL BE SHOT.
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ArvinJA
- Posts: 1255
- Joined: Sun Mar 20, 2011 1:02 pm
- Location: Sweden
Re: Sabotage and game mechanics
There's nothing wrong with things being easier to destroy than to build, this is how it works in real life as well, and it is mostly combated through social mechanisms and some amount of force when required.
If you're not up to the challenge of protecting the things you build properly, then this game isn't for you.
The low life has lost its appeal
And I'm tired of walking these streets
To a room with its cupboards bare
And I'm tired of walking these streets
To a room with its cupboards bare
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molenga
- Posts: 360
- Joined: Wed Feb 25, 2015 7:00 pm
Re: Sabotage and game mechanics
I think you are underestimating how hard it was to cause pic related but I agree, it must be easier to destroy then to build, otherwise there is no sense in destroying it in the first place.ArvinJA wrote:There's nothing wrong with things being easier to destroy than to build, this is how it works in real life as well, and it is mostly combated through social mechanisms and some amount of force when required.
If you're not up to the challenge of protecting the things you build properly, then this game isn't for you.
But still, it should be more difficult than it currently is imho.
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ArvinJA
- Posts: 1255
- Joined: Sun Mar 20, 2011 1:02 pm
- Location: Sweden
Re: Sabotage and game mechanics
It's not like getting into another faction is easy, for infiltrations there's a lot of intel work beforehand, and it is close to impossible if the faction you're trying to infiltrate is vigilant. What I am saying is that, with proper defense mechanisms, ease of destruction isn't the problem.molenga wrote:I think you are underestimating how hard it was to cause pic related
The low life has lost its appeal
And I'm tired of walking these streets
To a room with its cupboards bare
And I'm tired of walking these streets
To a room with its cupboards bare
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molenga
- Posts: 360
- Joined: Wed Feb 25, 2015 7:00 pm
Re: Sabotage and game mechanics
Then comes the second problem, given that a base has a bwall, is active and vigilant doing ramchecks daily, and has proper recruitment measures, then it is nearly impossible to siege such faction.ArvinJA wrote:It's not like getting into another faction is easy, for infiltrations there's a lot of intel work beforehand, and it is close to impossible if the faction you're trying to infiltrate is vigilant. What I am saying is that, with proper defense mechanisms, ease of destruction isn't the problem.molenga wrote:I think you are underestimating how hard it was to cause pic related
There must be a middle term, that would be both fun for the attacker and the defender and would provide the pvp content that this game needs?
