Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby MrBunzy » Thu Nov 12, 2015 3:39 am

jorb wrote:
overtyped wrote:What happens if u aggro someone, then they run inside their gate? Does aggro stop?


You can pursue through the gate.


There has always been an interesting interaction with chasing people through gates, as if you were close enough behind someone, they ran the risk of letting you follow them inside their gate and get keys, compromising their entire village. Now, chasing someone into a walled area just seems like a deathtrap, because even if you kill them, if they closed the gate behind them you are simply trapped with an hour of red handed and no way to escape. It feels like it just keeps getting harder and harder to kill anyone, and I really hope you add in something to balance things out for raiders.
(once and futue king btw)
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Re: Game Development: Castles in the Sand

Postby bmjclark » Thu Nov 12, 2015 3:39 am

This debuff won't go away. I'm not stuck unable to commit crimes even though i left the claim and reentered.

edit: Nvm, false alarm, apparently the debuff still shows but has no effect.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Game Development: Castles in the Sand

Postby Gudiny » Thu Nov 12, 2015 3:41 am

You shan't restrict criminal acts, we play this game only because of the free pvp.
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Re: Game Development: Castles in the Sand

Postby Ballbarius » Thu Nov 12, 2015 3:45 am

jorb wrote:
ChildhoodObesity wrote:its not a positive change this is v dumb jorb y wud u do this!!!!!!11


Again, nothing has changed if you were raiding "legit". You're basically complaining that a bunch of cheesy 'sploits are no more.


What if you come in on their claim through a unblocked cave enterance when their main gate is opened? Do you as a player have to actually pass through the open gate for it to count?
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Re: Game Development: Castles in the Sand

Postby DeadlyPencil » Thu Nov 12, 2015 3:46 am

jorb wrote:
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.


so if i modified my client so i had small walls. built small walls around the front of my houses so that each house had a wall covering the front of it, with a gate that is always open where the house door is. i would essentially be unraidable.

also if murdered someone and was hidding out in that house, could they even kill me once they walked through my open gate infront of my house?
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 3:46 am

Ballbarius wrote:What if you come in on their claim through a unblocked cave enterance when their main gate is opened? Do you as a player have to actually pass through the open gate for it to count?

Once again, you get the buff when you pass through an open gate.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Castles in the Sand

Postby Archiplex » Thu Nov 12, 2015 3:46 am

Ballbarius wrote:
jorb wrote:
ChildhoodObesity wrote:its not a positive change this is v dumb jorb y wud u do this!!!!!!11


Again, nothing has changed if you were raiding "legit". You're basically complaining that a bunch of cheesy 'sploits are no more.


What if you come in on their claim through a unblocked cave enterance when their main gate is opened? Do you as a player have to actually pass through the open gate for it to count?


He's stated that many times before.

In order to get the debuff, you must pass through a gate that is claimed.

Cave entrance is fair game.
Queen of a cold, dead land. Caretaker of the sprucecaps.
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 3:49 am

DeadlyPencil wrote:so if i modified my client so i had small walls. built small walls around the front of my houses so that each house had a wall covering the front of it, with a gate that is always open where the house door is. i would essentially be unraidable.


And in this sense this patch has changed absolutely nothing. This was the case with or without this patch.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: Castles in the Sand

Postby LadyV » Thu Nov 12, 2015 3:54 am

I do have one question about visitor buff. If someone walks through a gate left open with criminal acts on will they still have a buff?
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Re: Game Development: Castles in the Sand

Postby whiskeypete » Thu Nov 12, 2015 3:55 am

jorb wrote:We've been developing, and here's what's new.

Enjoy!


10/10 would patch again.
I find your lack of face disturbing...
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