In case if cows will buy subscription.Robben_DuMarsch wrote:How about the previously mentioned quality cap?
Will quality only be indirectly capped by player stats?
Will cows be able to reach q1000?
-
Fostik
- Posts: 2519
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Re: Game Development: Prelude pt. II
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
-
Bogey
- Posts: 16
- Joined: Sun Jun 02, 2013 4:05 pm
Re: Game Development: Prelude pt. II
Is there some estimated time when the server starts?
-
LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Game Development: Prelude pt. II
Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere. Most likely, sieges will have to last for a few days at the very least. If someone will go through the hassle, I bet nothing in the village will be spared. Scorched earth situation, basically. For some reason, I thought that the dev perception towards sieges was to make it so that raiders will cause least industrial damage, being able to get the most valuable items only.
On the other hand, if a village is breached, it will take a long time to recover due to wall segment drying times.
Probably, villages of lesser importance won't be a subject to siege that much as well. This kind of makes sieges pointless in terms of loot and character kills, serving as a tool for a moral strike. Is it fun? I struggle to see it.
Would be more fun to have different situate equipment/machines for sabotage and siege vs defensive mechanisms. And, generally more means of influence, rather than killing, claiming land and siege. For instance:
1. Kidnapping KOed enemy and asking for ransom. It might increase the number of kidnapped hermits, but hey, better alive than dead.
2. Human and in-game resource intensive claims (Kingdoms).
3. Throwing diseased animals over the walls (works for both defenders and offenders)/poisoning wells through neighbor river systems and etc.
4. etc. etc. etc. The point is to have more options for in-game influence and power gain.
On the other hand, if a village is breached, it will take a long time to recover due to wall segment drying times.
Probably, villages of lesser importance won't be a subject to siege that much as well. This kind of makes sieges pointless in terms of loot and character kills, serving as a tool for a moral strike. Is it fun? I struggle to see it.
Would be more fun to have different situate equipment/machines for sabotage and siege vs defensive mechanisms. And, generally more means of influence, rather than killing, claiming land and siege. For instance:
1. Kidnapping KOed enemy and asking for ransom. It might increase the number of kidnapped hermits, but hey, better alive than dead.
2. Human and in-game resource intensive claims (Kingdoms).
3. Throwing diseased animals over the walls (works for both defenders and offenders)/poisoning wells through neighbor river systems and etc.
4. etc. etc. etc. The point is to have more options for in-game influence and power gain.
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
-
VDZ
- Posts: 2766
- Joined: Sun Jul 17, 2011 2:27 am
Re: Game Development: Prelude pt. II
Nobody's going to pay a ransom for a hermit. So either the hermit won't be kidnapped in the first place, or the hermit dies either way.LadyGoo wrote: 1. Kidnapping KOed enemy and asking for ransom. It might increase the number of kidnapped hermits, but hey, better alive than dead.![]()
-
rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: Game Development: Prelude pt. II
One idea posted in the Inn of Brodgar Skype chat was to have charterstones disabled when your village shield has taken damage. While this can be avoided for porting help in by having a nearby village with a charterstone, it would still prevent evacuating all your items with 0 risk. At least this way you'd have to take the items out of the village walls/claims and into a different claim to be able to charterstone them out, which leaves you open to risk.LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.
-
strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Game Development: Prelude pt. II
I was thinking about this, and I can propose an easy solution (given how the current system will work):LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.
1. When a village's shield is struck the charterstone linked to that village will be disabled for a set amount of time.
2. When a village's shield is below X amount (maybe half health) the charterstones will be rendered unusuable.
Granger wrote:Fuck off, please go grow yourself some decency.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Prelude pt. II
This is actually already the case. Forgot to mention.rye130 wrote:One idea posted in the Inn of Brodgar Skype chat was to have charterstones disabled when your village shield has taken damage. While this can be avoided for porting help in by having a nearby village with a charterstone, it would still prevent evacuating all your items with 0 risk. At least this way you'd have to take the items out of the village walls/claims and into a different claim to be able to charterstone them out, which leaves you open to risk.LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.
Charter Stones are disabled if a village Shield goes below 48000HP. Updating OP.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Prelude pt. II
Other misc.
- The Altar of Ruin has been removed for now.
- If you get hit by a cave-in you receive serious damage. The Miner's Helm negates such damage, but is consumed in the process.
- Snow now melts.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Game Development: Prelude pt. II
So technically the defenders have a 10 hour window (from when the catapults are built) to notice a siege and teleport out as many valuables as they can, in a perfectly executed siege. Probably more time if the raiders are lazy.jorb wrote:This is actually already the case. Forgot to mention.rye130 wrote:One idea posted in the Inn of Brodgar Skype chat was to have charterstones disabled when your village shield has taken damage. While this can be avoided for porting help in by having a nearby village with a charterstone, it would still prevent evacuating all your items with 0 risk. At least this way you'd have to take the items out of the village walls/claims and into a different claim to be able to charterstone them out, which leaves you open to risk.LadyGoo wrote:Although Charter Stones are amazing for trades and community projects, they could also be used to transport all valuables to elsewhere.
Charter Stones are disabled if a village Shield goes below 48000HP. Updating OP.
Seems a bit too forgiving to me, but it certainly works.
Granger wrote:Fuck off, please go grow yourself some decency.
-
LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Game Development: Prelude pt. II
Great.jorb wrote: This is actually already the case. Forgot to mention.
Charter Stones are disabled if a village Shield goes below 48000HP. Updating OP.
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]