Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby Treetheater » Fri Nov 13, 2015 4:36 am

People would just make dozens of 'crime' alts if that whole mental-weight for crimes thing was implemented, and I also feel that it goes against the general nature of the game. If you really want to see raiders put at some sort of a disadvantage for the crimes they commit, then I'd suggest examining the 'scent' system. Maybe if enough scents are left by a single hearthling, then it could unlock more options for tracking the perpetrator. Although this also is subject to being made negligible by alts lol.

Really the problem with a raider-vs-village scenario is the fact that all the raiders have a chance to lose is their characters, which are probably low risk alts anyway, while the village stands to lose everything. Even if some sort of direct retaliation mechanic was implemented, say the ability to bypass the soak on attackers' village-wall, this would still just be bypassed by alting combat toons to a 'useless' village, and using all those for raiding while the main village is protected.

So, IMHO, alting need to be made redundant(probably impossible lol) before larger scale village-on-village combat will be even close to "balanced" without more arbitrary game changes. Raiders will play the game to the fullest extent they can, to get the edge over the casual players who just want to have a nice farm or some shit. kind of makes sense to me that the one's who put more work into the game should have generally more success, even if it does kind of make them dicks.

Also, I don't really think people who just want to 'live in peace' should have some sort of natural advantage beyond brick walls/claims. This is a cruel game, it's dog-eat-dog out there, not dog-eat-cat. If you aren't ready to be a dog, then this might not be the game for you.
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Re: Game Development: Castles in the Sand

Postby Archiplex » Fri Nov 13, 2015 4:38 am

Treetheater wrote:People would just make dozens of 'crime' alts if that whole mental-weight for crimes thing was implemented, and I also feel that it goes against the general nature of the game. If you really want to see raiders put at some sort of a disadvantage for the crimes they commit, then I'd suggest examining the 'scent' system. Maybe if enough scents are left by a single hearthling, then it could unlock more options for tracking the perpetrator. Although this also is subject to being made negligible by alts lol.

Really the problem with a raider-vs-village scenario is the fact that all the raiders have a chance to lose is their characters, which are probably low risk alts anyway, while the village stands to lose everything. Even if some sort of direct retaliation mechanic was implemented, say the ability to bypass the soak on attackers' village-wall, this would still just be bypassed by alting combat toons to a 'useless' village, and using all those for raiding while the main village is protected.

So, IMHO, alting need to be made redundant(probably impossible lol) before larger scale village-on-village combat will be even close to "balanced" without more arbitrary game changes. Raiders will play the game to the fullest extent they can, to get the edge over the casual players who just want to have a nice farm or some shit. kind of makes sense to me that the one's who put more work into the game should have generally more success, even if it does kind of make them dicks.

Also, I don't really think people who just want to 'live in peace' should have some sort of natural advantage beyond brick walls/claims. This is a cruel game, it's dog-eat-dog out there, not dog-eat-cat. If you aren't ready to be a dog, then this might not be the game for you.


The crime alts would be pretty vulnerable then if that's all they're going to be made for- which seems fine to me.

A person would have to invest pretty deeply in order to make crime alts which can also fight, and then gear them- and at this point they become combat alts.

Which, it's totally fine to have a split between combat alts and otherwise.
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Re: Game Development: Castles in the Sand

Postby Treetheater » Fri Nov 13, 2015 4:44 am

Archiplex wrote:The crime alts would be pretty vulnerable then if that's all they're going to be made for- which seems fine to me.

A person would have to invest pretty deeply in order to make crime alts which can also fight, and then gear them- and at this point they become combat alts.

Which, it's totally fine to have a split between combat alts and otherwise.



What?? You're supporting the mental weight for crimes idea, but then also saying it's okay that it'd be circumvented with alts. What??
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Re: Game Development: Castles in the Sand

Postby Archiplex » Fri Nov 13, 2015 5:06 am

Treetheater wrote:
Archiplex wrote:The crime alts would be pretty vulnerable then if that's all they're going to be made for- which seems fine to me.

A person would have to invest pretty deeply in order to make crime alts which can also fight, and then gear them- and at this point they become combat alts.

Which, it's totally fine to have a split between combat alts and otherwise.



What?? You're supporting the mental weight for crimes idea, but then also saying it's okay that it'd be circumvented with alts. What??



It's only circumvented by alts that have had serious investment put into them - meaning the system is still robust, and is mostly fine.

It's not like a person can actively play multiple characters without taking a huge risk in order to commit crimes - They have to be on seperate accounts due to the outlaw system, and playing all of them at the same time would be crippling.


Not to mention I doubt anyone wants to spend time investing too much into int and no other stat- and then armor/skills to not have those alts be killed too easily.

So, yeah, it's fine.
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Re: Game Development: Castles in the Sand

Postby ethan » Fri Nov 13, 2015 6:01 am

Treetheater wrote:People would just make dozens of 'crime' alts if that whole mental-weight for crimes thing was implemented, and I also feel that it goes against the general nature of the game. If you really want to see raiders put at some sort of a disadvantage for the crimes they commit, then I'd suggest examining the 'scent' system. Maybe if enough scents are left by a single hearthling, then it could unlock more options for tracking the perpetrator. Although this also is subject to being made negligible by alts lol.

Really the problem with a raider-vs-village scenario is the fact that all the raiders have a chance to lose is their characters, which are probably low risk alts anyway, while the village stands to lose everything. Even if some sort of direct retaliation mechanic was implemented, say the ability to bypass the soak on attackers' village-wall, this would still just be bypassed by alting combat toons to a 'useless' village, and using all those for raiding while the main village is protected.

So, IMHO, alting need to be made redundant(probably impossible lol) before larger scale village-on-village combat will be even close to "balanced" without more arbitrary game changes. Raiders will play the game to the fullest extent they can, to get the edge over the casual players who just want to have a nice farm or some shit. kind of makes sense to me that the one's who put more work into the game should have generally more success, even if it does kind of make them dicks.

Also, I don't really think people who just want to 'live in peace' should have some sort of natural advantage beyond brick walls/claims. This is a cruel game, it's dog-eat-dog out there, not dog-eat-cat. If you aren't ready to be a dog, then this might not be the game for you.



Its pretty easy to get around the "dozens of 'crime' alts" thing.
You could just scale it towards higher tier characters being way more efficient.
If a chieftain has say 100 charisma, and a character with 50 int, you make the crime penalty 100/50 = 2x as much.

you could even extend that to if you have 200 int against a 100 charisma owned claim, then the mental weight is half.

that way low investment 'crime' alts, not only have a lower mental capacity, they also have a large mental weight penalty. So they can get a couple Items, while the high int characters can grab a couple cupboards...

If you have dozens of high investment characters, alts or not, then you aren't just some random raider, you are a powerful faction, and deserve to be able to exert your power onto lesser factions/hermits.

I think there is a underestimation of the amount of infrastructure required to support an alt army?
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Re: Game Development: Castles in the Sand

Postby barra » Fri Nov 13, 2015 6:16 am

Is there any stone type that won't make the tower look ugly? If you put it alongside the stone mansion you can immediately see the difference. The rocks that make up the tower's surface are very large and makes the whole building look like it's overscale. Even the door looks too big. If the model was 25-30% smaller, or the textures/rocks were smaller, I'd love it.
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Re: Game Development: Castles in the Sand

Postby Treetheater » Fri Nov 13, 2015 6:18 am

Archiplex wrote:
Treetheater wrote:
Archiplex wrote:The crime alts would be pretty vulnerable then if that's all they're going to be made for- which seems fine to me.

A person would have to invest pretty deeply in order to make crime alts which can also fight, and then gear them- and at this point they become combat alts.

Which, it's totally fine to have a split between combat alts and otherwise.



What?? You're supporting the mental weight for crimes idea, but then also saying it's okay that it'd be circumvented with alts. What??



It's only circumvented by alts that have had serious investment put into them - meaning the system is still robust, and is mostly fine.

It's not like a person can actively play multiple characters without taking a huge risk in order to commit crimes - They have to be on seperate accounts due to the outlaw system, and playing all of them at the same time would be crippling.


Not to mention I doubt anyone wants to spend time investing too much into int and no other stat- and then armor/skills to not have those alts be killed too easily.

So, yeah, it's fine.


I'll agree that working around this system with alts would be kind of irritating, but that doesn't mean people wouldn't do it. Honestly the biggest problem with this idea is that it makes something that was possible and considered to be fair, now impossible and for some reason a 'forbidden' action. Getting your shit rekt is just part of the game, and any change that pretty much completely removes that ability doesn't seem right to me...
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Re: Game Development: Castles in the Sand

Postby Archiplex » Fri Nov 13, 2015 6:26 am

Treetheater wrote:
I'll agree that working around this system with alts would be kind of irritating, but that doesn't mean people wouldn't do it. Honestly the biggest problem with this idea is that it makes something that was possible and considered to be fair, now impossible and for some reason a 'forbidden' action. Getting your shit rekt is just part of the game, and any change that pretty much completely removes that ability doesn't seem right to me...



The workaround requires so much effort and resources that it's not really a "workaround" anymore- it's an inconvenience and something that could only be afforded by the most competitive and organized of groups - which isn't bad.

And even so- it's a lot better solution for the game now. The idea of the suggestion was that alongside implemented the "mental weight of crime" idea - Raiding would also become easier in some other form.

This means that it would happen more often, but it wouldn't be as punishing or horrible.
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Re: Game Development: Castles in the Sand

Postby Smoopadoop » Fri Nov 13, 2015 6:35 am

Thedrah wrote:i didn't read most of the thread but...

can you 'travel along' a path through a gate and still get flagged for being a visitor?
does any gate work? like a roundpole fence gate work aswell?
what are the dimensions for the stone tower? does it have many floors? are there windows on any floor? (even if you can't see out them)


Jlo pls answer
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Re: Game Development: Castles in the Sand

Postby Clemence » Fri Nov 13, 2015 6:41 am

This system could lead to religion stuff : if you pray a high qual confessionnal in a nice church with stuff ( statues, candels ) that act like symbels act on table, you can make your sin ( raiding debuf) vanishing faster.
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