Game Development: This Little Light O' Mine

Announcements about major changes in Haven & Hearth.

Re: Game Development: This Little Light O' Mine

Postby APXEOLOG » Wed Apr 27, 2016 7:01 am

jorb wrote:If you siege a siegeable object -- wall or authority object -- and that object is covered by both a private claim and a village claim, you now deal damage to both claims' shields, rather than just one or the other. If either shield is up, that shield will count

1. Have village not being covered by pclaim, but have a small pclaim somewhere around -> Wait until the shield goes to 0 -> Extend pclaim over vclaim -> GG WP (works with any number of claims <3)
2. Have one big village and pclaims on each plot -> Spend a day for each plot? -> GG WP

Thx for removing the siege from the game again. Carrot lobby too strong
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Re: Game Development: This Little Light O' Mine

Postby bmjclark » Wed Apr 27, 2016 8:51 am

I completely skipped by that part apxeolog quoted, that's 100% retarded tbh.
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Re: Game Development: This Little Light O' Mine

Postby Potjeh » Wed Apr 27, 2016 8:59 am

Once again, siege and theft are completely different things and shouldn't be conflated under the same mechanics. Siege must have ample warning period to work, otherwise everyone just gets erased while they're sleeping or working. Theft must have no warning whatsoever, otherwise the target will always find a way to deny the loot. Piling up mechanics for preventing loot denial just makes the game more prone to exploiting because the mechanics get more gamey and convoluted, and ultimately it's always doomed to fail to prevent loot denial.
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Re: Game Development: This Little Light O' Mine

Postby jorb » Wed Apr 27, 2016 9:09 am

APXEOLOG wrote:Thx for removing the siege from the game again. Carrot lobby too strong


100% of the feedback we are attempting to act upon is from people who, I imagine, cannot be accused of belonging to any sort of "carrot lobby", and a lot of it has for that matter been reported by "both sides". There is no intention whatsoever to remove siege, but on the contrary we are quite pleased that it seems to be at all possible. This change was intended to reduce the incidence of having to siege down multiple claims over the same area -- hence both claims now taking damage -- but it is true that you point out an interaction that we didn't quite consider fully. This was one of the changes we were least sure of.

Pretty much no one has requested that siege be removed, or even really that it be made harder per se. What we are attempting to do is to prune it in less cheesy directions.
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Re: Game Development: This Little Light O' Mine

Postby APXEOLOG » Wed Apr 27, 2016 9:11 am

Potjeh wrote:Once again, siege and theft are completely different things and shouldn't be conflated under the same mechanics. Siege must have ample warning period to work, otherwise everyone just gets erased while they're sleeping or working. Theft must have no warning whatsoever, otherwise the target will always find a way to deny the loot. Piling up mechanics for preventing loot denial just makes the game more prone to exploiting because the mechanics get more gamey and convoluted, and ultimately it's always doomed to fail to prevent loot denial.

I agree with you but not completely.
Siege is a mechanics to break through walls (all walls)
Pillage (you call it Anti-theft) mechanics it is what scent-shp-punishment / anti-slaughter / nidbanes trying to achive
Currently J&L tries to solve "How to prevent scorched earth after the siege" with "Prevent siege" instead of "Buff anti-pillage mechanic". That's why this looks like shit every time

jorb wrote:
APXEOLOG wrote:Thx for removing the siege from the game again. Carrot lobby too strong

100% of the feedback we are attempting to act upon is from people who, I imagine, cannot be accused of belonging to any sort of "carrot lobby", and a lot of it has for that matter been reported by "both sides"

Our work is to report. But you create the fixes. And i would like to see that you keep balance between attacker and defenders. I like other changes even if they punish me as attacker, but this one is just OP

In this game siege is not worth efforts, because instead of spending 20+ hours (in the best case) sieging the target to loot those small pieces they don't move out i can just make same amount of loot with even bigger quality in 2-3 hours.With this new rule you can spend 20, 40, 60, ... hours to break into a village's plots or even into a single one. Compare efforts?
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Re: Game Development: This Little Light O' Mine

Postby jorb » Wed Apr 27, 2016 9:26 am

APXEOLOG wrote:Our work is to report. But you create the fixes. And i would like to see that you keep balance between attacker and defenders. I like other changes even if they punish me as attacker, but this one is just OP


If we get one change out of ten wrong, and are open to correction on that one, then perhaps we aren't entirely in the clutches of evil carrot lobbies, at least.

In this game siege is not worth efforts, because instead of spending 20+ hours (in the best case) sieging the target to loot those small pieces they don't move out i can just make same amount of loot with even bigger quality in 2-3 hours


I am all ears for elegant ways to improve that if you have them.

Currently J&L tries to solve "How to prevent scorched earth after the siege" with "Prevent siege" instead of "Buff anti-pillage mechanic". That's why this looks like shit every time


Not entirely sure what you mean by "buff anti-pillaging mechanic", but perhaps things like buildings having rubble states, from which they can still be repaired, and the like?

I can agree that we need to work more on things like that. The relative ease of destruction of items in simple containers is, for example, a problem for defenders too. Even if I intended to defend my base after a successful breach -- i.e. not employ scorched earth -- attackers can easily cause a lot of damage just by running around bashing cupboards and the like.
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Re: Game Development: This Little Light O' Mine

Postby Potjeh » Wed Apr 27, 2016 9:30 am

Separate mechanics for wrecking a place and stealing a couple of choice items.
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Re: Game Development: This Little Light O' Mine

Postby jorb » Wed Apr 27, 2016 9:31 am

Potjeh wrote:Separate mechanics for wrecking a place and stealing a couple of choice items.


Well, sure, that's cute and all, but that's not what APXEOLOG -- and the rest of the bunch complaining about this problem -- are asking for.
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Re: Game Development: This Little Light O' Mine

Postby thesourceofsadness » Wed Apr 27, 2016 9:31 am

Siege mechanics become more and more complex and complicated with every update.

Once again i need to say that i miss simple Salem sieges - with time delay before actual attack and denfensive structures work just like defensive structures, not some kind of invisible magic shields.

No offense.
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Re: Game Development: This Little Light O' Mine

Postby jorb » Wed Apr 27, 2016 9:33 am

thesourceofsadness wrote:denfensive structures work just like defensive structures, not some kind of invisible magic shields.


Braziers firing magical energy isn't invisible magic?
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