Or give claims a no siegeable flag? Letting players decide if they want to be part of that exploid 'n' epensing game or not. You might consider how many old agers you have (had) playing that enjoy all other aspects ... but anyways it's my old rant about too much fighting and combating instead of giving more experimental room for those that want to play civilized... there are enough uncivilized games out there ... while i'm not asking for farmville (i love your graphics and those little details too muchjorb wrote:So... remove siege entirely?borka wrote:What i see is that Devs like to honor bullies that get moms money to buy subs and RMT chars ... i'm too f***cking old and my time runs to fast for such (and while i'm having a work life i don't consider myself casual) ...
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borka
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Re: Prelude: World 12
Last edited by borka on Mon Feb 24, 2020 10:37 pm, edited 1 time in total.
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Colin500
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Re: Prelude: World 12
I think you need a private server.borka wrote:Or give claims a no siegeable flag? Letting players decide if they want to be part of that exploid 'n' epensing game or not. You might consider how many old agers you have (had) playing that enjoy all other aspects ... but anyways it's my old rant about too much fighting and combating instead of giving more experimental room for those that want to play civilized... there are enough uncivilized games out there ... while i'm not asking for farmville (i love your graphics and those little details too muchjorb wrote:So... remove siege entirely?borka wrote:What i see is that Devs like to honor bullies that get moms money to buy subs and RMT chars ... i'm too f***cking old and my time runs to fast for such (and while i'm having a work life i don't consider myself casual) ...)
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borka
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Re: Prelude: World 12
not really ... too much fragmentation ... one for all i like betterColin500 wrote:I think you need a private server.
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NoBizd
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Re: Prelude: World 12
Yeah, totaly not like mountain vaults in old Haven, where you can hide your stolen goods (or anything valuable) and your outlawed ass and noone can get you nor the items. Brilliant idea, not like people enjoying killing and raiding newbs will be killing more of them cuz they are untouchable after the killing spree. Brilliant idea lol.borka wrote:Or give claims a no siegeable flag?jorb wrote: So... remove siege entirely?
EDIT:
Now even mentioning claiming resources (or whole mountain, why not) and ticking the "I dont wanna be sieged window" in claim option. That's so stupid I don't even elaborate more.
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borka
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Re: Prelude: World 12
How many vaults with stolen goods and outlawed ass did you come across w11 ?
And for "local resources" there should be a no claim no wall flag anyways ...
And for "local resources" there should be a no claim no wall flag anyways ...
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bmjclark
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Re: Prelude: World 12
In fairness, combat was actually fun in legacy so that kind of helped. This version has always had pretty shitty combat with not a whole lot to it. Not to mention what an impact quality and stats has had relative to legacy. People don't want to pvp if they know they don't stand a chance because they dont autistically spiral metal and grind their stats all day. Some of these changes definitely help curb the stat difference and also slow down quality though so we'll see how it goes this world.jorb wrote: That may well be true, but I find that somewhat unfortunate. I.e., not that casuals do play, but that PvPers don't. Legacy, for example, seems to have fared better in that regard. Granted, siege wasn't overly much of a thing in Legacy either, so there's that.
I will stand by forever, legacy combat was good and could have been balanced rather than scrapped in favor of these new systems though.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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algeralith
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Re: Prelude: World 12
But can you guarantee with absolute certainty that one entity will not be able to gather enough of said resource in order to consistently inspect for a two week interval.jorb wrote: There are several resources that we control the exact spawning amounts for on a basis of units spawned per unit of time. Can't mass that.
I mean, look at some of the natural resources, people have icicles horded.
On another note, I'd like you to answer how siege machinery will now work. As previous mentioned, it takes an hour for an archery tower to become effective.
Likewise, it takes two hours for a catapult.
Are you expecting us to just spam towers and catapults around the entirety of our villages well in advance, just in the off chance that we will be raided?
And if that is the case, then they do not even need to inspect, they can just see us preparing defenses in advance.
Which, if I had to do that every two weeks, would definitely become the most botted task in a village.
As it stands, a battering ram will dry well before you can react with proper defenses.
And to even bash a battering ram by hand, it takes a minimum of 5 hours.
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reticent
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Re: Prelude: World 12
PvP meshes poorly with high stakes for death, low payout for engaging in it and risk of uncertain consequences. Realms, scents, emphasis on long-term character development, aren't bad things. But they discourage pvp in general.
Risk-reward ratio for pvp is not good, and will likely never be good in Haven, for a typical player. That's ok.
Now, the atypical player, the one who raises an effective, yet still expendable combat alt, or several, operates on a much more favorable risk-reward basis. PvP is largely confined to the arena of these guys duking it out among themselves, and the occasional unlucky bystander/victim. Everyone else tries to avoid the whole business, and thanks to the size of the world, they can.
I don't really think haven PvP has a problem, as PvP is a quirky sideshow, and can never be more than that. Significant steps have been made towards encouraging more of it, for some reason. It'll probably work out.
Risk-reward ratio for pvp is not good, and will likely never be good in Haven, for a typical player. That's ok.
Now, the atypical player, the one who raises an effective, yet still expendable combat alt, or several, operates on a much more favorable risk-reward basis. PvP is largely confined to the arena of these guys duking it out among themselves, and the occasional unlucky bystander/victim. Everyone else tries to avoid the whole business, and thanks to the size of the world, they can.
I don't really think haven PvP has a problem, as PvP is a quirky sideshow, and can never be more than that. Significant steps have been made towards encouraging more of it, for some reason. It'll probably work out.
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SaltyCrate
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Re: Prelude: World 12
I would like to point out that it is only kinda true up until mid world 6 or so. After that it closer to what it is now - same 10 or so individuals ganking each other and thats it. And before that point PvP was, imo, more prevalent for unrelated to gamedesign reasons. Like playerbase, including PvPers, having relatively little clue on how to actually play the game, plethora of available walljumps, etc. Once most bugjumps were fixed and people figured out how to properly make their bases, the PvP activity dropped to the point similar or lower than current one. No matter if legacy veterans with rose-tinted glasses claim otherwise.jorb wrote: That may well be true, but I find that somewhat unfortunate. I.e., not that casuals do play, but that PvPers don't. Legacy, for example, seems to have fared better in that regard. Granted, siege wasn't overly much of a thing in Legacy either, so there's that.
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Yorla
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Re: Prelude: World 12
Separate server for pvpers.jorb wrote:So... remove siege entirely?
And here I should apologize for my spelling... But I won't! Deal with it 