Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

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

I've tested a few things with my villages.

This patch has made a very positive change far as i see- it didnt put any hassel to anyone other then spy exploits.
if a spy opens a door, even if the spy partys his friends~ his friends can loot your base but they can not kill people.

so Spys still work for looting but this has made this very risky as the defenders can pick you off 1 at a time.
also~ being able to leave your gate open reduces the risk of idiots in your base leaving it open.

This basically removes the Spy tactic raiding~
Also this can be positive to making citys more open and friendly.

Great idea.
This takes us one step closer to what we need In HnH to protect the weak.

Working on balance changes to Combat.
Adding more Structure to end game should come next.
Also chess board, and board games ;p

I'll be doing bug test on this more~ but so far people~ it's pretty safe from what we can tell.
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Re: Game Development: Castles in the Sand

Postby Oddity » Thu Nov 12, 2015 4:43 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?

No, but it was all we had. Now there is no raiding in your "PvP anywhere" game.
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Re: Game Development: Castles in the Sand

Postby Jiochan » Thu Nov 12, 2015 4:48 am

PLEASE Stop restarting server! Im trying to BOT!
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Re: Game Development: Castles in the Sand

Postby doc40 » Thu Nov 12, 2015 4:49 am

rode a horse into a friend's village with no problem. got off the horse - couldn't move - is the system working as intended?
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Re: Game Development: Castles in the Sand

Postby DaniAngione » Thu Nov 12, 2015 4:51 am

Oddity wrote:No, but it was all we had. Now there is no raiding in your "PvP anywhere" game.


Oh, and when you one-hit a spruce cap that was working outside with your big steel sword and armor to get inside their claim, did you call it PvP? lol :roll:
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Re: Game Development: Castles in the Sand

Postby Redell » Thu Nov 12, 2015 4:52 am

Since this whole claim thing with the patch is to allow for open cities, and I assume in the future for trading,
it would be nice if you were to implement a system that allows a non-village party to defend each other if they were to be aggro'd by a village member.

For example:
3 partied non-villagers enter village.
Villager aggros 1 of the party members.
Allow any of the party members to aggro that villager.

I just don't think it would be fair for the other 2 party member just watch their friend get beat up.
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Re: Game Development: Castles in the Sand

Postby Kelody » Thu Nov 12, 2015 4:52 am

1st restart, about to tame a boar, log back in and get mauled by a bear!

last restart, leading an auroch, log back in and it's gone
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Re: Game Development: Castles in the Sand

Postby DeadlyPencil » Thu Nov 12, 2015 4:53 am

ok my last comment on this topic i guess since iam getting no where.

This update seems to be to stop situations like Rl’yeh from happening. However all it does is promote it even more. Now that villages with multiple walls are unraidable. The only way to raid a village now is to get someone on the inside. wait until everyone is asleep, grab all their goods, and move it outside for collection, then destroy everything else by hand. 1 man raid basically.

If someone is smart they can wait in the village for a bit, and get multiple accounts village access first before screwing over the village.
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Re: Game Development: Castles in the Sand

Postby DaniAngione » Thu Nov 12, 2015 4:54 am

Redell wrote:Since this whole claim thing with the patch is to allow for open cities, and I assume in the future for trading,
it would be nice if you were to implement a system that allows a non-village party to defend each other if they were to be aggro'd by a village member.

For example:
3 partied non-villagers enter village.
Villager aggros 1 of the party members.
Allow any of the party members to aggro that villager.

I just don't think it would be fair for the other 2 party member just watch their friend get beat up.


I have to agree, that sounds fair.

Or perhaps we should simply not be allowed to kill visitors, just knock them down and "teleport them away" (back to their HFs? Or maybe in front of the gate they walked in before being buffed)
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W12 Occasional member of Lake Town
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W10 King of The Northern Kingdom
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W8 Lawspeaker of New Thotoshire
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Re: Game Development: Castles in the Sand

Postby maze » Thu Nov 12, 2015 4:59 am

Redell wrote:Since this whole claim thing with the patch is to allow for open cities, and I assume in the future for trading,
it would be nice if you were to implement a system that allows a non-village party to defend each other if they were to be aggro'd by a village member.

For example:
3 partied non-villagers enter village.
Villager aggros 1 of the party members.
Allow any of the party members to aggro that villager.

I just don't think it would be fair for the other 2 party member just watch their friend get beat up.


no, this is how a spy would get into your village and we have the same problem all over again.

Edit: derp I read that wrong. Aye, if someone aggro your buddy he should aggro your hole party.
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