visitor gates & aggro

Thoughts on the further development of Haven & Hearth? Feel free to opine!
MadNomad
Posts: 2158
Joined: Fri Mar 11, 2016 11:13 pm

Re: visitor gates & aggro

Post by MadNomad »

Sevenless wrote:That said I don't know what these Vgates were trying to fix.
nothing of course

they are clearly just a bad mechanic that makes the game worse!

but if they really have to keep this shit, they could at least add 2x2 cabins! I don't want to either build overly large airlock gates or stay for a whole eternity aggrod by a bot who will let the whole enemy village know when i leave the gate!
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ricky
Posts: 1475
Joined: Fri Apr 02, 2010 5:00 am

Re: visitor gates & aggro

Post by ricky »

Yeah idk about the whole visitor gate debuff. Twice now I've been trapped in my own claim by a rogue badger or other various woodland creature. Smart players will be able to circumvent these issues through creative gate/buildings/airlocks. New players who don't know the nuances of these mechanics will get their ass handed to them.
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jorb wrote:Ideally the game should play itself.
The only thing necessary for the triumph of evil is that good men do nothing.
MadNomad
Posts: 2158
Joined: Fri Mar 11, 2016 11:13 pm

Re: visitor gates & aggro

Post by MadNomad »

ricky wrote:Yeah idk about the whole visitor gate debuff. Twice now I've been trapped in my own claim by a rogue badger or other various woodland creature. Smart players will be able to circumvent these issues through creative gate/buildings/airlocks. New players who don't know the nuances of these mechanics will get their ass handed to them.
I already rekt my airlock (not so much space, althought i can fit a house somehow) before I thought about that... :roll: *facepalms*
hopefully this one is just a temporary one for accumulating resources

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