Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

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

LadyV wrote: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?


loftar wrote:Once again, you get the buff when you pass through an open gate.
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Re: Game Development: Castles in the Sand

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

2 Questions:

1- What is emitting that "purple-ish" light we see reflected on the towers on the OP screenshot? :P

2- If I built the cellar before the patch but still have not finished removing the boulders, will it have walls?
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Re: Game Development: Castles in the Sand

Postby Archiplex » Thu Nov 12, 2015 3:56 am

jorb wrote:
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.


Partially, partially not. The problem being it's a LOT more convenient and easier to stay safe, while at the same time many times more difficult to raid if this is the only change made. People can just drop a gate, lock it, and leave it open forever without any effort made (Whereas before safety carried the constant weariness of having to ensure your gates are closed after moving around a lot)

There should definitely be a cost to safety.
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 3:56 am

DaniAngione wrote:2 Questions:

1- What is emitting that "purple-ish" light we see reflected on the towers on the OP screenshot? :P


Pumpkin Lantern

2- If I built the cellar before the patch but still have not finished removing the boulders, will it have walls?


Yes.
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Re: Game Development: Castles in the Sand

Postby DaniAngione » Thu Nov 12, 2015 3:58 am

jorb wrote:
DaniAngione wrote:2 Questions:

1- What is emitting that "purple-ish" light we see reflected on the towers on the OP screenshot? :P


Pumpkin Lantern

2- If I built the cellar before the patch but still have not finished removing the boulders, will it have walls?


Yes.


Thank you for the fast reply. Uhmm, don't remember my pumpkin lanterns having such a cool light color, but there was nothing really white close to them so can't really tell. Nice to know :D
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Re: Game Development: Castles in the Sand

Postby Itanu » Thu Nov 12, 2015 3:58 am

It would seem that digging for sand is no faster with a shovel. The usual shovel animation does not come up either.
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Re: Game Development: Castles in the Sand

Postby DeadlyPencil » Thu Nov 12, 2015 3:59 am

jorb wrote:
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.


no before the patch this method would be frigging annoying. i would have to have a space between my houses and the gate so that i could shut it and i would have to shut it all the time. i would also have to teleport out of the house since i wouldn't be carrying the master key and my HF would have to be in a house that could be exited and not protected by the gate system.

with this patch all those limitations go away, i can have the wall right against the house as i no longer need to shut it and i no longer need to have my HF in a location so that i can teleport out of each house i enter.

you guys seem to be going back on your ideals of not interfering. Why is it suddenly this world that you decide to change how gates operate? why? i dont get it, and your kingdom suggestion as well. you seem to want to micro manage the player population this world for some reason. let us do our own thing.
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 4:00 am

Archiplex wrote:There should definitely be a cost to safety.


I could agree with this, but that cost should not be levied as menial labor that can be scripted away if you really care about it. Again, the only thing that goes away here -- unless I'm missing something -- are cheesy exploits, and if that is a problem then let's introduce new, good, mechanics instead of lamenting the loss of old, broken ones.
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 4:02 am

DeadlyPencil wrote:i would have to have a space between my houses and the gate so that i could shut it and i would have to shut it all the time. i would also have to teleport out of the house since i wouldn't be carrying the master key and my HF would have to be in a house that could be exited and not protected by the gate system.


So now it's less annoying and you don't have to build an ugly layout that defies topological sense?

Again, this patch didn't change much.
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Re: Game Development: Castles in the Sand

Postby RedKGB » Thu Nov 12, 2015 4:05 am

With this update to being a favor to defenders, would it be possible to reduce the dry time for rams from 24hrs to say 12 hrs, and add an extra 10 tiles to their movement?
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