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Massala
- Posts: 1
- Joined: Tue Mar 15, 2011 1:45 am
Re: Game Development: Garden Bell
What's next, can't fight animals from a horse or kicksled?
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Stoneface
- Posts: 290
- Joined: Sat Sep 04, 2010 1:28 pm
Re: Game Development: Garden Bell
The amount of cheesing butt hurt is great with these folks. I personally love the change! 
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Garden Bell
You didn't like it when we did this and shot ppl with bows out of it

This update basically turned Knarrs/Sneks into the above, except they can move really, really fast xd Also, it's still super easy to kill nabs by drowning them
I'm loathed to suggest it, because I know all of the larpers and hermits will flame me, but I rly think you would 90% solve the knarr/snek combat problem by restricting them to ocean water. I've always rly hated getting cut off by sneks/knarrs anyway, in the same way people cut you off with horses.

Having a faster snek/knarr in areas like this basically makes you invulnerable, and nearly makes it impossible for anybody to escape you unless they have a safepali. Plus, there's a lot of dumb stuff you gotta do with marriage of the sea, and grinding a goodQ snek/knarr every week that I think makes smaller/more casual groups disproportionately weaker for little reason.
imho it would fix a lot of balance issues at once, the only downside is ppl get upset when you take away convenience you let them taste already

This update basically turned Knarrs/Sneks into the above, except they can move really, really fast xd Also, it's still super easy to kill nabs by drowning them
I'm loathed to suggest it, because I know all of the larpers and hermits will flame me, but I rly think you would 90% solve the knarr/snek combat problem by restricting them to ocean water. I've always rly hated getting cut off by sneks/knarrs anyway, in the same way people cut you off with horses.

Having a faster snek/knarr in areas like this basically makes you invulnerable, and nearly makes it impossible for anybody to escape you unless they have a safepali. Plus, there's a lot of dumb stuff you gotta do with marriage of the sea, and grinding a goodQ snek/knarr every week that I think makes smaller/more casual groups disproportionately weaker for little reason.
imho it would fix a lot of balance issues at once, the only downside is ppl get upset when you take away convenience you let them taste already
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Garden Bell
Hermits, maybe, but it makes sense. (So maybe larpers would rejoice?) Larger boats have a deeper draft, especially seaworthy craft (needs it to maintain stability, not to mention weight of the vehicle). Maybe divide rivers and lakes up into three depths, too, and these ships are limited to only "deep" and "deeper" river/lakes. If a larger craft is needed for river navigation, trading, and hunting other than a rowboat, then let's get one.SnuggleSnail wrote:I'm loathed to suggest it, because I know all of the larpers and hermits will flame me, but I rly think you would 90% solve the knarr/snek combat problem by restricting them to ocean water. I've always rly hated getting cut off by sneks/knarrs anyway, in the same way people cut you off with horses.
It would force many groups to maintain two villages if they want a "main" area inland close to more suitable living conditions and a second "fishing/boat" village near navigable waters or accept a compromise between the two. Not a terrible proposition, but would be something to consider. There's always been different mining outposts, forts, etc., anyway, for some of the larger groups, so what's one more?
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: Garden Bell
Nope, LARPers would call bullshit. The Knarr seems to be analogous to the "Viking Longboat". If accurate, this means that one of its most important features was that it was able to traverse rivers, which is how they were able to so effectively raid right into the heart of places like England and Ireland. The Snekkja would have an even shallower draft.MagicManICT wrote:Hermits, maybe, but it makes sense. (So maybe larpers would rejoice?) Larger boats have a deeper draft
Edit: Brief research has confirmed that the above is factual, though a Knarr is bigger than that which is typically classed a Longship. What does appear clear is that a Knarr's draft was shallow enough to cross almost any river of note. The Snekkja is small and light enough that a small group should theoretically be able to transport it across land with a little (significant?) effort.
Last edited by Lunarius_Haberdash on Sun May 03, 2020 4:30 pm, edited 1 time in total.
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Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Garden Bell
Well, I guess another pro is Lunarius wouldn't like it
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Mario_Demorez
- Posts: 599
- Joined: Sun Jan 11, 2015 9:32 pm
Re: Game Development: Garden Bell
I think for your idea to be good you need to have a way to get knarrs and snekkjas from River and lakes to ocean. Otherwise like magic mentioned in everyone would have to have two separate claims if they didn’t live on ocean. Possible make it where a rowboat can tow knarrs and snekkjas in rivers and lakes. Currently in harbors big boats are required to be pulled around by smaller boats as to not produce waves to mess up the peace.SnuggleSnail wrote:Well, I guess another pro is Lunarius wouldn't like it
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Audiosmurf
- Posts: 2944
- Joined: Fri Jul 02, 2010 9:00 pm
- Location: Ice Hell
Re: Game Development: Garden Bell
coal-powered tugboats whenMario_Demorez wrote:I think for your idea to be good you need to have a way to get knarrs and snekkjas from River and lakes to ocean. Otherwise like magic mentioned in everyone would have to have two separate claims if they didn’t live on ocean. Possible make it where a rowboat can tow knarrs and snekkjas in rivers and lakes. Currently in harbors big boats are required to be pulled around by smaller boats as to not produce waves to mess up the peace.SnuggleSnail wrote:Well, I guess another pro is Lunarius wouldn't like it
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Garden Bell
Knarrs don't need to be claimed, and plopping down a 5k LP claim for a snek doesn't seem that cumbersome. That said, just giving them rowboat speeds in rivers would also achieve nearly the same end as long as they can't function as mobile archery forts xd I still think ocean only would be better
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SnuggleSnail
- Posts: 3616
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Re: Game Development: Garden Bell
More and more I'm having random hermits/small villages that live far deep in west cont, or the southern archipelagos asking to be covered by my realm. After doing some quik mafs, and a bunch of guesswork it has become apparent that the authority cost of expanding to them would take multiple years to pay for itself. As a result, I've basically ended up refusing to give a lot of people buffs.
While cairns being expensive to produce en mass is good for game balance at the top end, it seems bad for lesser groups if them being covered will never be a net positive for a realm. I personally don't really care either way about this, but realms actively not wanting to cover certain people seems like an unintended set of incentives the hermits won't be able to recognize/articulate, and therefore feel responsible for bringing it to your attention.
As usual the only solution I can rly come up with that doesn't create 30 more problems is either removing realms entirely, or the perks attached to them.
While cairns being expensive to produce en mass is good for game balance at the top end, it seems bad for lesser groups if them being covered will never be a net positive for a realm. I personally don't really care either way about this, but realms actively not wanting to cover certain people seems like an unintended set of incentives the hermits won't be able to recognize/articulate, and therefore feel responsible for bringing it to your attention.
As usual the only solution I can rly come up with that doesn't create 30 more problems is either removing realms entirely, or the perks attached to them.
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