Pre-Announcement: Siege Changes

Announcements about major changes in Haven & Hearth.

Re: Pre-Announcement: Siege Changes

Postby MightySheep » Wed Apr 06, 2016 9:14 am

I think there are a lot of people in this thread who would prefer it if raiding just didnt exist.

This is obviously not an option or at least the devs disagree with it so they are settling for the next best thing which is to push for as many nerfs as possible in order to make it useless.

It's hard to have a reasonable discussion about creating a successful, functional siege system without these people constantly trying to derail it.

To respond to the points made by avu: This has always been a high risk permadeath survival game, why should villages be excluded from this? Also, as I said before, long sieges means plenty of time to save all characters and valuables. That is a big deal. If people quitting is what worries you, I'd be more worried about the effects of stagnation as Ladygoo mentioned. End of world content is so tedious that everybody quits anyway. Proper siege system will create more interesting PvP, drama and community. If there is nothing to gain or lose then raiding, or rather PvP in general would be pointless and boring. What is the point if you are not risking everything? Play farmville if this is the gameplay you want.
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Re: Pre-Announcement: Siege Changes

Postby Potjeh » Wed Apr 06, 2016 9:17 am

I see you guys haven't been around for World 2.
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Re: Pre-Announcement: Siege Changes

Postby APXEOLOG » Wed Apr 06, 2016 9:22 am

The changes seems to be good, at least people can try to break palisade wall now.

But i respect the fact that current mechanic still far away from what it should be.
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Re: Pre-Announcement: Siege Changes

Postby gad432 » Wed Apr 06, 2016 9:40 am

I believe that the current system is unsustainable. it is directed against sieges.
The efforts of the defenders must be proportionate to the efforts of the attackers. and now attackers must fight for rare resources, to break through the self-healing shield. must be on duty for 12-40 hours. A defending sitting on an ass exactly. they do not even need to fix anything. I suggest to remove the self-healing shield. Let the defenders spend Brimstone to repairs. Catapult makes 3 shots. 600x3 = 1800 + -. approx 1 Brimstone let restores 2k.
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Re: Pre-Announcement: Siege Changes

Postby LadyGoo » Wed Apr 06, 2016 10:08 am

Patchouli_Knowledge wrote:As for Ladygoo's statement about interaction and trade notably becoming stale, how was the reception to exclusively regional resources?

Few tendencies:
- salt is being traded widely and has a high value;
- lack of rock crystals are preventing proper trades and the community center from prospering. Simply, trade routes are too dangerous. There are not many crossroads to the area, so people do not rush into trading. I understand, that devs might be aiming to keep big factions from spreading all over the map, but active fighters cannot use the charter stones anyways. Also, rock crystal trades have probably earned some money for J&Lo, as people are eager to buy 4 rock crystals per 1 token.
- ice/mother of pearl are too rare and do not affect the gameplay that much;
- the tree roots/travel leaves also rarely spawn. If they would spawn more frequently or heal more, they could be traded widely for pvp folk, miners and the traders;
- the foul smoke? and blue clay are kind of useless. So people just collect them.

- some encounters happen at the mountains, but not that often to be fun.
- some part of the population are cut from this part of the gameplay because they did not manage to claim the nodes.

Overall, only 2 types of resources are being actively traded. Existence of brim stones and rock crystals kind of sets back some starter/middle-class villages.
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Re: Pre-Announcement: Siege Changes

Postby Duane » Wed Apr 06, 2016 10:22 am

LadyGoo wrote:Overall, only 2 types of resources are being actively traded. Existence of brim stones and rock crystals kind of sets back some starter/middle-class villages.


Do you think that sieging would be better - or worse - if more people had Charterstones?
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Re: Pre-Announcement: Siege Changes

Postby LadyGoo » Wed Apr 06, 2016 10:32 am

Duane wrote:
LadyGoo wrote:Overall, only 2 types of resources are being actively traded. Existence of brim stones and rock crystals kind of sets back some starter/middle-class villages.


Do you think that sieging would be better - or worse - if more people had Charterstones?
It won't make any difference, in my point of view. The people who can afford sieging someone already have charterstones. The existence of the charterstones will just make alt-vaulting less effort-consuming.
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Re: Pre-Announcement: Siege Changes

Postby Avu » Wed Apr 06, 2016 10:41 am

stya wrote:
Avu wrote:


I'm sorry but a lot of your propositions can be easily countered by alts/small bots or town design. If there is a cooldown between attempts, what will you do against a double pali for example?
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:
LadyGoo wrote:Image


So alts and bots can trivialize everything? What a novel concept good thing it doesn't apply to the rest of the game oh wait it does. Also if you need a high stealth char to breach a highly defended village dogs and traps and the like then sure knock yourself out get it killed the damage it will be able to do won't be that great anyway. That's the point. Town design can mitigate raiding? Awesome then player skill has something to do with the entire shit. If it completely makes it useless then tailor the mechanics. What does double pali have to do with it. It should count the claim not the walls. All the walls would do is force you to leave your armor at home at some point.
Why would you ignore walls from small hermits? Smaller settlements should get a bonus to detection. Small villages know all their neighbours and strangers are very easily identified not so in a city (of course a city has a lot more chances to detect by size alone and by actual people being online so it evens out).
If they have 50 wall jumpers? Well they either send them against 50 different people or the more they send against 1 town the more chances the incursion will be detected. If it gets detected they're fucked unless they run anyway. And they all need high stats and if any does a detection action they all get detected so what's the point to bruteforce it?
And if you want to block walls what of it. Wall jumps in the past used exactly wall blocks to work we have to technology we just make it a strenght rather than a weakness.

As for the ones wondering if I'm serious yes I am. Why wouldn't I be? The current system has no chance of working in a way that allows the game to grow.

@weaksheep did you even read my post? like at all? How will my suggestion make the game farmville? You can fucking breach peoples walls. It just doesn't lead to total obliteration when you do. The game is permadeath in name only anyway due to alts and bots. But total village destruction which you and other raiders seem to advocate is simply counter to game growth.

And yes boredom leads to people quitting but also does getting your base wiped. We talked about kingdoms and there are other non destructive pvp activities that can be implemented but you lot are fixated on pissing in the other guys porridge as the only form of fun; I find it sad.
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Re: Pre-Announcement: Siege Changes

Postby Zeler » Wed Apr 06, 2016 10:44 am

Avu wrote:
stya wrote:
Avu wrote:


I'm sorry but a lot of your propositions can be easily countered by alts/small bots or town design. If there is a cooldown between attempts, what will you do against a double pali for example?
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:
LadyGoo wrote:Image


So alts and bots can trivialize everything? What a novel concept good thing it doesn't apply to the rest of the game oh wait it does. Also if you need a high stealth char to breach a highly defended village dogs and traps and the like then sure knock yourself out get it killed the damage it will be able to do won't be that great anyway. That's the point. Town design can mitigate raiding? Awesome then player skill has something to do with the entire shit. If it completely makes it useless then tailor the mechanics. What does double pali have to do with it. It should count the claim not the walls. All the walls would do is force you to leave your armor at home at some point.
Why would you ignore walls from small hermits? Smaller settlements should get a bonus to detection. Small villages know all their neighbours and strangers are very easily identified not so in a city (of course a city has a lot more chances to detect by size alone and by actual people being online so it evens out).
If they have 50 wall jumpers? Well they either send them against 50 different people or the more they send against 1 town the more chances the incursion will be detected. If it gets detected they're fucked unless they run anyway. And they all need high stats and if any does a detection action they all get detected so what's the point to bruteforce it?
And if you want to block walls what of it. Wall jumps in the past used exactly wall blocks to work we have to technology we just make it a strenght rather than a weakness.

As for the ones wondering if I'm serious yes I am. Why wouldn't I be? The current system has no chance of working in a way that allows the game to grow.

@weaksheep did you even read my post? like at all? How will my suggestion make the game farmville? You can fucking breach peoples walls. It just doesn't lead to total obliteration when you do. The game is permadeath in name only anyway due to alts and bots. But total village destruction which you and other raiders seem to advocate is simply counter to game growth.

And yes boredom leads to people quitting but also does getting your base wiped. We talked about kingdoms and there are other non destructive pvp activities that can be implemented but you lot are fixated on pissing in the other guys porridge as the only form of fun; I find it sad.


Your idea is plain stupid. It literally screams "Delete combat please, im a carebear!"
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Re: Pre-Announcement: Siege Changes

Postby Avu » Wed Apr 06, 2016 10:50 am

My suggestion doesn't even touch on combat how exactly did you reach that conclusion? Like you know elaborate. Also the game needs a way for carebears to play. What you call a carebear is the mindset of the vast majority of the gamers. It's a pitty a game with as much diversity and potential as hh to be reduced to a dickwaving porridge pissing competition between a couple dozen autists from russia and canada who fail to realize even they need lots people to make porridge.
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