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LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Pre-Announcement: Siege Changes

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stya
- Posts: 1037
- Joined: Wed May 21, 2014 3:13 pm
Re: Pre-Announcement: Siege Changes
If you take out the cd then you can just ignore walls from pretty much any small village/hermit. What will happen when big factions have 50 wall jumpers? What if I block the area nearby walls? Lots of edge cases and abuse possibilities...
Also this Yeah:

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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Pre-Announcement: Siege Changes
Avu has a point: Not much sense in fixing (in terms of making it easy) a meachanic that will, when used, just lead to total destruction and rage quits.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Pre-Announcement: Siege Changes
Siege is still binary, therefore still shit. Making it easier to do will only result in loss of what little casual population you managed to gather recently. I think status quo, as bad as it is, is still preferable.
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LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Pre-Announcement: Siege Changes
Nope. If devs won't implement points of conflict, as an alternative, W9 will end up in the same way as W8: empty, boring, lifeless. It's not that raiders made it that empty. We would stumble across well-established but completely abandoned settlements last world. It's not like they were raided. They have quit because there was nothing else to do.Potjeh wrote:I think status quo, as bad as it is, is still preferable.
Right now the world has reached the critical point, when all the middle-tier villages have reached the end-game stuff. There is nothing else to do but grind quality nowadays, unless you wanna suicide your character in a meaningless encounter. Even the trade is stale, since devs screwed up with quality development system as well (trees do not grow over the cap, good quality resourse nodes are not rare at all, farming sucks, mining at level 5 brings you at the same level as top villages and etc.).
Put all the mouses in a place where they do not have to struggle and survive, and they'll all die eventually (quit).
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Patchouli_Knowledge
- Posts: 2248
- Joined: Mon Jun 20, 2011 1:57 am
Re: Pre-Announcement: Siege Changes
Is it possible to implement a zone of control element as a siege system? The issue with siege is that once you pierce through the wall, then the attacker has access to whatever the defender has that isn't recursively walled which also echoes the boolean result that attacking vs villages has.
As for Ladygoo's statement about interaction and trade notably becoming stale, how was the reception to exclusively regional resources?
As for Ladygoo's statement about interaction and trade notably becoming stale, how was the reception to exclusively regional resources?

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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Thedrah
- Posts: 943
- Joined: Fri Apr 08, 2011 2:20 am
- Location: behind you
Re: Pre-Announcement: Siege Changes
yeah, binary is a good way to describe siege atm. either win or lose, no real inbetween or tug of war
maybe if we actually built large factions there could be more tug of war but people take a long time to get up to speed
a lot of raiding is just to troll or lulz
maybe if we actually built large factions there could be more tug of war but people take a long time to get up to speed
a lot of raiding is just to troll or lulz
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Pre-Announcement: Siege Changes
I would have to agree with avu that before we make it easier to get in we also need to consider what that means exactly. Should the base be taken to zero once inside? How much damage is enough to satisfy the raiders while at the same time ensuring that not so much damage is done that the victims see no reason to rebuild?
Personally, I feel like combat changes would be better than siege ATM but oh well
Personally, I feel like combat changes would be better than siege ATM but oh well
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Fostik
- Posts: 2519
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Re: Pre-Announcement: Siege Changes
In my opinion there must be 2 type of siege: onslaught and strategic
Onslaught: You just bash wall, steal people, kill goods, rape animals - as always.
Strategic: Like strategic bombing in ww2, you just destroy things in enemy plot. F.e. ruining steel crucibles/silk house/cheese house or any warehouse will make a hight struck to enemy playing condition.
Onslaught: You just bash wall, steal people, kill goods, rape animals - as always.
Strategic: Like strategic bombing in ww2, you just destroy things in enemy plot. F.e. ruining steel crucibles/silk house/cheese house or any warehouse will make a hight struck to enemy playing condition.
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Pre-Announcement: Siege Changes
As far as the actual specifics of the proposed changes, I think it will at least be an improvement over what we currently have to work with. People seem to think everything will be destroyed if the attackers manage to break down a wall, but between alt vaults and alt villages I can't imagine the defenders losing much of value in a siege. Losing a tree farm might be annoying, but pretty much anything else can be easily transported between villages or hidden. Really the only reason to raid someone would be to waste their time by making them juggle stuff around, and this isn't especially worthwhile if you weigh it against the requirements.
A concern I have with this system is how easy it is to make a village versus how difficult it is to destroy. Making a village idol costs 30k lp and some bones, but knocking it down costs 40+ brimstone, countless vandal scents, and hours of work? I'd like to see the entire village system scaled up more, so that to have the full protection of a shield would actually require investment. Its ridiculously easy to set up palisaded vidols, and it's never going to be worth sieging them if the minimum requirements to do so are so high.
Also, the entire system seems to rely very heavily on brimstone, and with the way resource nodes work I'm not sure it will end well. The 40 brimstone minimum listed in the OP sounds incredibly difficult for even an active group to collect, and if we've learned anything from salt it's that resource nodes can easily be monopolized by those who care enough to spam vidols and palisades. If resource spawning and collection arn't changed I don't think anyone but the largest groups will have access to siege.
A concern I have with this system is how easy it is to make a village versus how difficult it is to destroy. Making a village idol costs 30k lp and some bones, but knocking it down costs 40+ brimstone, countless vandal scents, and hours of work? I'd like to see the entire village system scaled up more, so that to have the full protection of a shield would actually require investment. Its ridiculously easy to set up palisaded vidols, and it's never going to be worth sieging them if the minimum requirements to do so are so high.
Also, the entire system seems to rely very heavily on brimstone, and with the way resource nodes work I'm not sure it will end well. The 40 brimstone minimum listed in the OP sounds incredibly difficult for even an active group to collect, and if we've learned anything from salt it's that resource nodes can easily be monopolized by those who care enough to spam vidols and palisades. If resource spawning and collection arn't changed I don't think anyone but the largest groups will have access to siege.
(once and futue king btw)