Pre-Announcement: Siege Changes

Announcements about major changes in Haven & Hearth.

Re: Pre-Announcement: Siege Changes

Postby Kaios » Wed Apr 06, 2016 3:11 pm

remember that time the end of the world got built the same day you added it
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Re: Pre-Announcement: Siege Changes

Postby jorb » Wed Apr 06, 2016 3:12 pm

That was not unexpected, though. Our guesses were in the hours.
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Re: Pre-Announcement: Siege Changes

Postby Potjeh » Wed Apr 06, 2016 3:16 pm

How about this: siege engines deplete shield, criminal actions restore it? And when shield meter reaches a certain point you can't commit crimes on claim. That way you have a limit on how much destruction can be wrought once the walls are breached.
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Re: Pre-Announcement: Siege Changes

Postby Enjoyment » Wed Apr 06, 2016 3:16 pm

jorb wrote:
Enjoyment wrote:It seems to me like you want ONLY war and armies to be features of the game...


Does it? Not true, doe.

Enjoyment wrote:It seems to me

cause of
jorb wrote:I also think that there is some argument to be made that an environment where sieges are actually possible may cause the population to coalesce into factions and groupings that are actually viable in that kind of a climate. I imagine that some level of adaptation to a more aggressive ruleset is both possible and reasonable.
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Re: Pre-Announcement: Siege Changes

Postby strpk0 » Wed Apr 06, 2016 3:18 pm

Potjeh wrote:How about this: siege engines deplete shield, criminal actions restore it? And when shield meter reaches a certain point you can't commit crimes on claim. That way you have a limit on how much destruction can be wrought once the walls are breached.


But then people make walls filled with random crap to force siegers to commit crimes to get rid of them. Not a terrible idea in concept, but in practice it can be very exploity.
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Re: Pre-Announcement: Siege Changes

Postby Potjeh » Wed Apr 06, 2016 3:18 pm

Better than complete bases getting erased while owners are at work.
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Re: Pre-Announcement: Siege Changes

Postby Enjoyment » Wed Apr 06, 2016 3:25 pm

Potjeh wrote:Better than complete bases getting erased while owners are at work.

Maybe some people just can't get, that other people can have 12 or even 24-hour workday? ;)
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Re: Pre-Announcement: Siege Changes

Postby VDZ » Wed Apr 06, 2016 3:30 pm

Enjoyment wrote:the cost of building vclaims scales with the distance from the world center and (as option) - localized resources is more rare far from center.
Than "big scary factions" could make their wars for rich lands, while hermits could get lost on world's edges, being suffering a lack of salt/icepickles/some cool stuff, but not be scared of being totally destroyed by the war of the strongest.


Though I don't like the increasing claim cost idea, I do like the idea of more resource nodes, or perhaps even higher quality resources, being concentrated in a central area for people to fight over. When aggressive players live close together, fights or perhaps even wars are inevitable.
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Re: Pre-Announcement: Siege Changes

Postby strpk0 » Wed Apr 06, 2016 3:30 pm

Enjoyment wrote:
Potjeh wrote:Better than complete bases getting erased while owners are at work.

Maybe some people just can't get, that other people can have 12 or even 24-hour workday? ;)


Huh? I'm pretty sure the 12 hour thing isn't set on stone or anything. Besides, you're assuming that every single capable faction is now going to target you as soon as this update hits. How often do you get raided? And also, have you given anyone any reason to spend hundreds of brimstone and 12 hours straight of non-stop building and repairing just to break into your village while you're at work? Because if so, I think the siege changes are the least of your concerns.

I get the concerns here (heck, I also have ~16 hour periods of inactivity between play sessions), but I think some people are way overexagerating things.
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Re: Pre-Announcement: Siege Changes

Postby MagicManICT » Wed Apr 06, 2016 3:32 pm

Yeah, I like the idea, too. The question is, though... if the defenders do that as a matter of principle in case there is this theoretical 12 hour raid, it's going to create their own headaches for accessing anything or they're going to have to leave holes for their own access to everything, which means raiders can get to it, too, with minimal effort.

@jorb: you want clash of armies, get the kingdoms stuff up and running you posted about a few months ago. I know a lot of people hate the idea of owing fealty to a lord, but I'm sure most small villages and solo players would do so if they could live a bit more peacefully and independently. They might even embrace it if they know they can just more or less trust their neighbors not to gank them on sight.
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