Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby Longshanks87 » Thu Nov 12, 2015 3:28 am

A Fantastic update guys thank you once again,
Here i see many people complaining about this and that asking already clearly answered questions from the original post,
Most seem to be moaning that they can no longer go ahead and kill people inside their own towns and villages,..
to address this issue here it can be simply put.
Hafen is not a game built so you can go around destroying other peoples hard work. it is clearly intended as a game where communities and social order are supposed to exist.
i believe the original concept was that groups of evil do bads in the land should have to be somewhat reclusive and secretive to be of any harm to anyone,
being like the secret nasty group of bullies that eventually get some on an unsuspecting village using tact and guile to ascertain as and when keys might be available or perhaps there will be a null in security because of a nice find elswhere in the lands therfor group of nasties can plan an assault.

but as it stands there sems to be some small groups of five to ten people who seem to think they should have the right to lord it up and kill everyone without consequence.

this update in my mind paves the way for a more united hafen, where groups and villages can actually do trade and converse with one another using preexisting mechanics without fear of gank by aforementioned group of nasties.

for example. village claims could now entail huge map spanning roads with relative cheapness and end in small trade centres where crime is not permitted. it is not impossible, however it is now a nessessity to commit a crime leaving behind scents where before the options were numerous to not do this.

i think you guys are heading in the right direction with the idea of larger more controlled kingdomship.
i certainly agree that when facing an imminent attack being on your own home turf as it were should provide you with some sort of advantage.

it is now down to the attackers to do the hard work to actually commit crimes on land that is not there own.
simply aggroing someone is now not a thing if they are behind there own walls which is great and it has been made even harder for someone to talk there way in.

i like the ideas

thanks again guys
peace and light.
Shanked..
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Re: Game Development: Castles in the Sand

Postby DaniAngione » Thu Nov 12, 2015 3:28 am

loftar wrote:
DaniAngione wrote:Because if someone just tells me they want to visit and I say "ok, let me open for you" what prevents them from aggroing as soon as I open and THEN entering?

Nothing. They can indeed do that.

You could probably close the gate again just as quickly, though. You could probably also "hide" behind the wall until they're inside the gate.


Oh, that's right. I forgot that 'over the wall' aggroing was removed a while back. True. Might as well send my brother to open, he doesn't read the forums. :twisted: 8-)

PS: Thanks for fixing tha Ram bug I reported ^_^
Last edited by DaniAngione on Thu Nov 12, 2015 3:28 am, edited 1 time in total.
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Re: Game Development: Castles in the Sand

Postby LadyV » Thu Nov 12, 2015 3:28 am

I love the new tower options. Thank you both for that. :D

Not sure about the new visitor thing. Certainly open intrigue.
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 3:30 am

LadyV wrote:Certainly open intrigue.

I would expect no less, and I for one would not keep my gates open until the most obvious consequences have been hashed out. ^^
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Re: Game Development: Castles in the Sand

Postby AlexJohnson » Thu Nov 12, 2015 3:31 am

How claim is now removed in the village behind the fence?
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 3:31 am

Longshanks87 wrote:i believe the original concept was that groups of evil do bads in the land should have to be somewhat reclusive and secretive to be of any harm to anyone,

To expand some little bit, I think it is fair to say that groups that desire order and peace should have to be able to project some power in order to achieve that goal. I think the current problem is that it's hardly possible to achieve that no matter how much power you can project. Let's see how far this change goes to change that.
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Re: Game Development: Castles in the Sand

Postby Amanda44 » Thu Nov 12, 2015 3:33 am

DaniAngione wrote:Oh, that's right. I forgot that 'over the wall' aggroing was removed a while back. True. Might as well send my brother to open, he doesn't read the forums. :twisted: 8-)

:lol:
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Re: Game Development: Castles in the Sand

Postby DeadlyPencil » Thu Nov 12, 2015 3:36 am

loftar wrote:
DeadlyPencil wrote:so if you bash through the outer wall and an there are lots of interior plots with their gates open, and you walk through one of the inner gates, do you suddenly loose all ability to commit crimes on the claim until u leave the claim and go back through your bashed in area?

No, you get an individual Visitor buff for each claim, and it prevents crimes specifically against its own claim.


its seems like ur under the assumption that each claim only has 1 wall though. so if i have a sniper wall. and people break through that, and then i have an inner wall protecting my stuff and its wide open and they walk through that, will they loose all ability to raid me?
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 3:38 am

DeadlyPencil wrote:its seems like ur under the assumption that each claim only has 1 wall though. so if i have a sniper wall. and people break through that, and then i have an inner wall protecting my stuff and its wide open and they walk through that, will they loose all ability to raid me?


Yupp. Why they would do that escapes me, however.
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 3:38 am

DeadlyPencil wrote:and then i have an inner wall protecting my stuff and its wide open and they walk through that, will they loose all ability to raid me?

Again, as soon as you walk through an open gate, you get a Visitor buff against the claim(s) that gate is on. There is nothing more and nothing less to it.
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