Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby Archiplex » Thu Nov 12, 2015 4:07 am

RedKGB wrote: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?


Unfortunately even if this update is a buff to defender it doesn't fix the currently extremely fragile raiding system - and this would just shatter it.

I'm assuming J/L would prefer the game favor defenders until they can figure out a way to balance the game where being raided once =/= the loss of everything you've ever worked for.
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Re: Game Development: Castles in the Sand

Postby RedKGB » Thu Nov 12, 2015 4:10 am

Archiplex wrote:Unfortunately even if this update is a buff to defender it doesn't fix the currently extremely fragile raiding system - and this would just shatter it.

I'm assuming J/L would prefer the game favor defenders until they can figure out a way to balance the game where being raided once =/= the loss of everything you've ever worked for.


I can understand your stance.

I am looking at a balance, if that would shatter it, then it will not be the first time I had a bad idea. :)
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Re: Game Development: Castles in the Sand

Postby nuker22110 » Thu Nov 12, 2015 4:12 am

Pupsi wrote:9/10 patch, would play again

like this patch, like stone towers. +1
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Re: Game Development: Castles in the Sand

Postby Oddity » Thu Nov 12, 2015 4:13 am

jorb wrote:
ChildhoodObesity wrote:that claim thing is very dumb, v disappointed jorb


Why is it? It doesn't make raiders much worse off than they were.

Yes, it does.

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

Are you high?

Pre-patch:
  • Catch a guy while he's outside, and he's dumb enough to keep a master key on him
  • Fool leaves their gate open when they go out, or perhaps they die with their gate open somehow

I have no idea what's not "legit" about that.

Post-patch options for raiding:
  • Palibash, if they're still only behind a palisade.
  • Caves, if have a cave inside their walls and they're didn't wall and claim the cave entrance.

That's it. It's true that the siege system could already be considered broken, in that people behind brickwalls are mostly invulnerable because nobody is going to do the whole guard a ram for 24 IRL hours thing. But this just carebear-ifies the game. You removed raiding from the game, essentially. I just hope you know that's what you're doing and it's what you wanted to go for.
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Re: Game Development: Castles in the Sand

Postby DeadlyPencil » Thu Nov 12, 2015 4:16 am

Jorb, the fact that you dont realize what you have done kinda scares me

You removed a major part of the realizm from the game. if a player saw a gate open he could run in and steal stuff and murder, that was his choice and he would have to live with the concequences. Now a gate is wide open and he just sits outside and walks away as the claim is untouchable unless it is rammed.

i do not like this update at all. please reconsider and choose something else. I do not feel you have fully explained why you even think this is necessary.
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 4:18 am

Oddity wrote:Pre-patch:
  • Catch a guy while he's outside, and he's dumb enough to keep a master key on him
  • Fool leaves their gate open when they go out, or perhaps they die with their gate open somehow

Not that I disagree that these are "legit", but surely you don't consider these cases the apex of gameplay?
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Re: Game Development: Castles in the Sand

Postby RedKGB » Thu Nov 12, 2015 4:20 am

I myself like it. I am a farmer, and not a fighter. Now my death is not dependet on a spy nor a fool that forgets to close a gate.
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Re: Game Development: Castles in the Sand

Postby Astarisk » Thu Nov 12, 2015 4:21 am

loftar wrote:
Oddity wrote:Pre-patch:
  • Catch a guy while he's outside, and he's dumb enough to keep a master key on him
  • Fool leaves their gate open when they go out, or perhaps they die with their gate open somehow

Not that I disagree that these are "legit", but surely you don't consider these cases the apex of gameplay?


Naw, but its pretty much all the evil scene has going for it, I'd be upset if I rammed into a place, killed a guy, and would be unable to use his keys. In fact, I got a collection of keys that are now pretty useless that I suppose I can finally toss away and clean up space.
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Re: Game Development: Castles in the Sand

Postby LadyGoo » Thu Nov 12, 2015 4:33 am

The intention is good, but not well-thought in my point of view. We would rather have 2 weeks without any patches and wait for you guys to introduce a complex solution/patch for an issue. Right now it looks like you are doing bits here, fixing a half of this, want to have a bit of fun somewhere (Walhalla, Towers).

Implementing the system like this solely without any counter-action just makes the game less sandbox-like. We love the idea that players can do whatever they wish to and change the world around them. In previous worlds ramming places was quite hard, but doable: people would use crossroads and checking walls would be a separate part of their routine (now everyone checks the walls because they leave them); you could box your ram; you could roll it and dry for 8 hour after 1 day of waiting and etc.

Right now you would be able to ram only an abandoned settlement, since the ram might be spotted. Moreover, there is no way you can ram the second perimeter without it being destroyed.

If you really think nothing has changed, that is not true. Previously you could have to get inside of a village and hope it would have some gates open (50 to 50% chance). The patch just reduced the worth of raiding a brick-walled village to literally nothing. While noobs in fences and palisades are still vulnerable. So, I can foresee bunch of angry people just pillaging everything and everyone they can see.
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Re: Game Development: Castles in the Sand

Postby spavaloo » Thu Nov 12, 2015 4:37 am

Now how about wizards to live in the towers?
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