Game Development: This Little Light O' Mine

Announcements about major changes in Haven & Hearth.

Re: Game Development: This Little Light O' Mine

Postby ChildhoodObesity » Wed Apr 27, 2016 3:24 am

Duane wrote:Just make it so hearthfires can be looted after 48 hours of inactivity. Problem solved-ish.

let me just spend 16 hours sieging and then another 48 camping a hearth fire xDD
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Re: Game Development: This Little Light O' Mine

Postby DDDsDD999 » Wed Apr 27, 2016 3:27 am

loftar wrote:So how does it counter the unclaimed hole inside the village?

It's not like something in a village shouldn't be movable to another location. It's just logging the items out with alt spam is super anti-fun and unimmersive. You should have to escape from the village to save items and having an underground tunnel/vault doesn't sound as shitty as "lol wilderness beacon summoning spell! nice raid guys you got some sick loot haha". If you were prepared enough to have an underground vault it could be considered that village was "secure" and that it wasn't just some hollow palisade housing the village idol of the prestigious "Vault 23 xD" And if you took the risk to run away from a raid with valuables to an actual village, even if it's just a transport alt, I don't think any raider would complain it was unfair.
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Re: Game Development: This Little Light O' Mine

Postby Duane » Wed Apr 27, 2016 3:29 am

loftar wrote:
Duane wrote:
  • Standing On Village-Claimed land
  • Standing On a claim that overlaps the village-claimed land
  • Standing anywhere below ground that authority objects could be built by the village.
  • Has a hearthfire on the village, authority-object-applicable location, or on a claim that overlaps village-claimed land.

So how does it counter the unclaimed hole inside the village?


I guess if a village claim is large enough to have an unclaimed hollow box in it and also not have segments of walls unclaimed, nothing can be done about it. It's still a start. I'd rather you implement my idea than a cover-all, and I'd prefer a cover-all to ignoring the alt-vaulting problem.

Maybe the lantern could work within ~50 tiles of village tiles? I dunno.
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Re: Game Development: This Little Light O' Mine

Postby jaguar » Wed Apr 27, 2016 3:32 am

jorb wrote:Added icons to the Character selection screen to indicate subscribed and verified account status. Update your clients to notice this.


Can not see this. Using default client and subscribed account.
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Re: Game Development: This Little Light O' Mine

Postby leanne69 » Wed Apr 27, 2016 3:36 am

jaguar wrote:
jorb wrote:Added icons to the Character selection screen to indicate subscribed and verified account status. Update your clients to notice this.


Can not see this. Using default client and subscribed account.


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Re: Game Development: This Little Light O' Mine

Postby Fierce_Deity » Wed Apr 27, 2016 3:40 am

Heres a rather extreme idea for fixing the issue of alt vaulting/destroying things of value.
Villages/claims under siege could go into a sort of "lockdown" mode when under siege. Lockdown mode will prevent containers from being destroyed, stop items on the ground from despawning, and possibly prevent the destruction of other things like anvils. It could even prevent the removal of things from the claim. Lockdown mode would need to end either after a shield is broken, or after a hole in the wall is made. Lockdown mode could function like the visitor buff and just be automatically given to those currently on the claim being raided. This ideas not perfect or thought out very well, but I think I'm on to something here. Biggest issue is that people would just set up shit to trigger lockdown mode to fuck with other people. The lockdown mode/ debuff could become more dramatic as the shield health gets lower.
This coupled with lootable HF's would make it much more difficult to just make everything you own disappear before you get raided.
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Re: Game Development: This Little Light O' Mine

Postby ven » Wed Apr 27, 2016 3:53 am

jorb wrote:
jason1982 wrote:I'm starting to beleave jorbs is just trying to drive players away and make end of world come sooner.

Why do you think that?

My impression is that the updates have been focusing on features that please only part of the playerbase, and which don't make the game more welcoming for new players, who have other needs than veterans. 60% of the people I had on my w8 kin list has quit or play only 20 minutes a week now, for example, and I tend to think this is related to that.
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Re: Game Development: This Little Light O' Mine

Postby avros008 » Wed Apr 27, 2016 4:10 am

Fierce_Deity wrote:Heres a rather extreme idea for fixing the issue of alt vaulting/destroying things of value.
Villages/claims under siege could go into a sort of "lockdown" mode when under siege. Lockdown mode will prevent containers from being destroyed, stop items on the ground from despawning, and possibly prevent the destruction of other things like anvils. It could even prevent the removal of things from the claim. Lockdown mode would need to end either after a shield is broken, or after a hole in the wall is made. Lockdown mode could function like the visitor buff and just be automatically given to those currently on the claim being raided. This ideas not perfect or thought out very well, but I think I'm on to something here. Biggest issue is that people would just set up shit to trigger lockdown mode to fuck with other people. The lockdown mode/ debuff could become more dramatic as the shield health gets lower.
This coupled with lootable HF's would make it much more difficult to just make everything you own disappear before you get raided.



Drop 10k stones on the floor and melt all raiders screen cards.

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Re: Game Development: This Little Light O' Mine

Postby Mafious » Wed Apr 27, 2016 4:28 am

Sollar wrote:
So by your logic as soon as I craft a dhelm or a decent armor/cape everyone out there is invited to kill/loot/trash everything I own? Are hermits required a dresscode of spruce-cap and nettle gear only?


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Re: Game Development: This Little Light O' Mine

Postby Hasta » Wed Apr 27, 2016 4:31 am

Well we have "Visitor debuff" mechanic, why not expand it with "attacker" and "defendant" debuffs that proc at the moment an offensive action against a claim shield is taken, and some kind of "besieged" debuff that can be applied to constructions and items? Then we can adjust the consequences, like, "neither attacker nor defendant can teleport/log out", "neither attacker nor defendant can pick up/destroy containers", "anyone in a building marked as Besieged becomes Defendant too" etc. And to somewhat solve the "fleeing transport alts" issue, implement Tar pots -- tar + clay jar + brimstone, can be thrown at 20 tiles, sling-thrown at 40 tiles, maybe even catapulted for longer range, marks anyone and anything without siege debuffs in an effective impact radius as Defendant or Besieged, and only an Attacker can use a Tar pot. Then again, marking constructions and buildings as being sieged may result in locking down positions for whatever is inside - containers and such, and maybe hitting a gate/minehole with a tar pot makes it inoperable for a period of time.

This way, the siege "lockdown" is more flexible and a well-prepared siege raid can, with luck and skill, stop the loot from being vaulted. Seeing as this is your primary concern...
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