Game Development: Stalking Garden

Announcements about major changes in Haven & Hearth.

Re: Game Development: Stalking Garden

Postby SnuggleSnail » Wed Jul 10, 2019 3:12 pm

loftar wrote:
Kaios wrote:To build it yes, to repair it no? Do you even understand how your own mechanics worked? It required two brimstone to repair a 50% battering ram back fully to 100% and now it requires what, two bone glue?

I do get that, of course, but I don't understand why that would make a difference.
Kaios wrote: I could set a ram so far away from a base that the chances of them ever noticing it would be very slim and moving it over is now incredibly easy because I don't need brimstone to repair it.

But they'll still notice it when it comes as close as you would have otherwise built it.



it's like 13-14 hours of warning instead of 24 if your claim is literally 1 tiles out from your wall, which I think is pretty abnormally small. If this is an issue for somebody, they could counter it by just making their claim stretch out like 70 tiles and it's basically the same as before.

Plus, I'd argue if your whole strategy was trying to offline raid somebody 1 geyser of extra brimstone to move the ram would've been pretty trivial. The only thing with any real implications here is for catapults
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Re: Game Development: Stalking Garden

Postby blank » Wed Jul 10, 2019 3:13 pm

Wow. See I don't understand the fact ppl try to give good info on how to fix things and you literally make it worse. How to you nerf shit and expect it to be better.
GG.
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Re: Game Development: Stalking Garden

Postby loftar » Wed Jul 10, 2019 3:14 pm

Kaios wrote:You're ignoring my points about stats, if anyone had a chance at stopping the players that will be doing this I wouldn't care but nobody does.

How is that relevant to the strategy of building the ram further out?
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Re: Game Development: Stalking Garden

Postby Daaneesh » Wed Jul 10, 2019 3:15 pm

I guess one good thing will come of this though- The decrease of players after these """""""small fixes''''''''''''''''' should help with any lag issues people experience.
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Re: Game Development: Stalking Garden

Postby loftar » Wed Jul 10, 2019 3:17 pm

SnuggleSnail wrote:it's like 13-14 hours of warning instead of 24 if your claim is literally 1 tiles out from your wall

Are you saying this is a change caused by the repair change? If so, I don't quite understand why or how. What the siege machines are repaired with shouldn't affect the alarm interval at all, unless I'm missing something.
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Re: Game Development: Stalking Garden

Postby Aceb » Wed Jul 10, 2019 3:18 pm

loftar wrote:
SnuggleSnail wrote:it's like 13-14 hours of warning instead of 24 if your claim is literally 1 tiles out from your wall

Are you saying this is a change caused by the repair change? If so, I don't quite understand why or how. What the siege machines are repaired with shouldn't affect the alarm interval at all, unless I'm missing something.


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Re: Game Development: Stalking Garden

Postby Kaios » Wed Jul 10, 2019 3:20 pm

loftar wrote:
Kaios wrote:You're ignoring my points about stats, if anyone had a chance at stopping the players that will be doing this I wouldn't care but nobody does.

How is that relevant to the strategy of building the ram further out?


Stats are relevant to everything but most of all combat, combat relates to siege and siege relates to building the ram further out. Activating a ram on a claim sends a warning, moving a ram on to a claim does not. Unless players are checking their walls all the time, 24/7, a group could plan to engage with the ram at any time once it's activated and in place and before anyone happens to notice and it becomes even easier to do against a village of moderate size.

I just don't understand why you think it's a good idea to make any of these changes so haphazardly especially when jorb was just talking about setting up a test server on the stream. Dollar bills in your eyes clouding your vision maybe, I don't fucking know but you're not operating on logic that much is obvious.

Please stop acting like someone that hasn't coded these mechanics in the first place and start acting like a developer that understands the many intricacies of this game.
Last edited by Kaios on Wed Jul 10, 2019 3:21 pm, edited 1 time in total.
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Re: Game Development: Stalking Garden

Postby loftar » Wed Jul 10, 2019 3:20 pm

Aceb wrote:You miss limited resource vs infinite resource.

I don't "miss" that, I just don't see how it makes a difference to the alarm time.
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Re: Game Development: Stalking Garden

Postby loftar » Wed Jul 10, 2019 3:21 pm

Kaios wrote:Activating a ram on a claim sends a warning, moving a ram on to a claim does not.

But it does. If it doesn't, that's a bug, but in all my testing that has been the case.
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Re: Game Development: Stalking Garden

Postby SnuggleSnail » Wed Jul 10, 2019 3:22 pm

loftar wrote:
SnuggleSnail wrote:it's like 13-14 hours of warning instead of 24 if your claim is literally 1 tiles out from your wall

Are you saying this is a change caused by the repair change? If so, I don't quite understand why or how. What the siege machines are repaired with shouldn't affect the alarm interval at all, unless I'm missing something.


If a ram moves 7.5 tiles an hour, and the warning radius for siege equipment is 100 tiles you can wait for a ram to dry 101 tiles out from the claim you want to attack, then move it for 101/7.5 = 14 hours in theory giving the defenders 10 hours less warning. He is suggesting cheaper ram repairs make this a more relevant tactic. I disagree.
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