Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby LadyGoo » Thu Nov 12, 2015 12:26 pm

jorb wrote:How did we make siege mechanics worse? Have we even changed them? In that you can't meaningfully wall your own ram in any more?
You break in through outer wall and you cannot do anything, because there will be layers and layers of other walls. Previously there would be a chance that inner walls would be opened.
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 12:27 pm

Idk. Maybe as a meta-game issue that is true, but layers of walls were possible before as well. Again, I'm not convinced that the siege system should be based on people forgetting to close gates.
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Re: Game Development: Castles in the Sand

Postby Grable » Thu Nov 12, 2015 12:28 pm

Lorefin wrote:You should do something to disable custom clients auto hearth and spotting players on the minimap.
Because raiding is almost impossible now.
So most pvp will about ganking and it's sometimes impossible too.


Raiding has always been impossible, or are you saying that you've raided i don't know how many villages by spies? Raids where you got a key from a noob that actually went out with one don't count.
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Re: Game Development: Castles in the Sand

Postby molenga » Thu Nov 12, 2015 12:33 pm

LadyGoo wrote:
jorb wrote:How did we make siege mechanics worse? Have we even changed them? In that you can't meaningfully wall your own ram in any more?
You break in through outer wall and you cannot do anything, because there will be layers and layers of other walls. Previously there would be a chance that inner walls would be opened.

Wait a minute, didn´t they build layers of walls in castles irl? Im pretty sure at least a few castles in europe have those.

Don´t see how it is crazy to have those since they were an actual defense irl and a pretty effective one too. :ugeek:
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Re: Game Development: Castles in the Sand

Postby Amanda44 » Thu Nov 12, 2015 12:35 pm

tiarali wrote:OMG! I should pay to enjoy a game that others have spent years developing for my enjoyment! Oh the insanity!


The players I mentioned left over trading involving rl money in the form of tokens, not because they had to pay for the game, one had a lengthy subscription, so I believe, and was quite happy to pay for the game, just not happy to pay other players for trading. Neither am I, I'm not paying $15 for two pickaxes that are going to need replacing every time quality rises, I don't think some of you or the devs have thought this through long term ....
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Re: Game Development: Castles in the Sand

Postby LadyGoo » Thu Nov 12, 2015 12:45 pm

molenga wrote:Don´t see how it is crazy to have those since they were an actual defense irl and a pretty effective one too. :ugeek:
Yeah, but you would not act like a stupid vampire when it comes to an open gate.
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Re: Game Development: Castles in the Sand

Postby GustawoVegas » Thu Nov 12, 2015 12:52 pm

jorb wrote:Idk. Maybe as a meta-game issue that is true, but layers of walls were possible before as well. Again, I'm not convinced that the siege system should be based on people forgetting to close gates.

Just make visitors thing optional.
Ctrl+Right click on the gates with master key - flover menu with "open for visitors" - gates will place buff that prevents others doing crimes (for example steal master key)
If you lost master key (which is nearly impossible if you have half of brain) - raider can click on the gates and choose "close for visitors" - gates no longer preventing crime actions.
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Re: Game Development: Castles in the Sand

Postby molenga » Thu Nov 12, 2015 12:57 pm

LadyGoo wrote:
molenga wrote:Don´t see how it is crazy to have those since they were an actual defense irl and a pretty effective one too. :ugeek:
Yeah, but you would not act like a stupid vampire when it comes to an open gate.

You are talking about the new "visitors" thing? Yeah I don´t think that works irl, but that does not mean we should just stop people from building several layers of brickwalls just because the new mechanics is not "realistic".
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Re: Game Development: Castles in the Sand

Postby Astarisk » Thu Nov 12, 2015 1:00 pm

Thought I made a post, maybe I forgot to hit submit?
As far as comparing hafen to haven, hafen has been quite boring. In haven by this point in time I'd have been involved in quite a few chases and skirmishes, or even a couple of ram raids. The changes to ram dry times preventing shorter ram drying periods, and wall amping up soak over time has done a lot to prevent the few ways of sieging we had to us.

Open gates are nice for community purposes, but to me that don't feel worthwhile. Instead quite a few of my friends live 7+ hour walks from me, and I haven't been able to visit them once as I simply don't have the time in my day to walk to them, I used to enjoy hanging around random people's villagers, but that has become a fairly dead aspect to me, I would sometimes quite literally just wall sit for them to make sure rams didn't pop up while they were away from the computer. (Though now they have to worry about that even less). I don't even remember the last time I saw anyone in the wild anymore, has to be entering the 2 month range at least.

I think whats going on is a lot of us are disappointed that hafen didn't come launched with meaningful siege changes, and thus far none have appeared early in the development cycle, so that aspect of the game is pretty much lost in limbo as we have no way to know how far down the pipeline it is. It gets pretty boring just logging in to maintain crops, and leaving autostudy running in the background. The Moot barely has any conflicted within its pages, and the world feels pretty stagnant.
Last edited by Astarisk on Thu Nov 12, 2015 1:01 pm, edited 1 time in total.
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Re: Game Development: Castles in the Sand

Postby InfernoI » Thu Nov 12, 2015 1:00 pm

Avu wrote:Long range curios are mostly pointless as long as auto curios exist. I guess if you really can't be online they are something but really not competitive.


Not for people who aren't subscribers. You seem to have forgotten a semi-large portion of the playerbase in your statement. And let's not forget alts who do little or nothing, but you put curios on them incase you need to claim a resource or what ever, but LP *NOW* Isn't paramount.
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