Game Development: Siege Chess

Announcements about major changes in Haven & Hearth.

Re: Game Development Siege Chess

Postby Lojka » Thu Apr 04, 2019 6:17 am

the whole problem with siege before was: you need to babysit ram for 24h, while you probably whant to sleep

now you can build a 15x15 palisade and not babysit ram (but same you can do before)
but you can only do this if base didn't expand claim long enought, so it is still like unavailable if someone get a banner or two outside their walls

-----------

another problem - when you said - you just build towers deeper in the base
but the fact is - towers are only effectife like 2-3 towers per wall layer
because once wall is down - you just go and handbash towers

so we are back to multilayered bases

-----------

and arrow tower not really defend you while you are sleeping
enemy just need to build 1 catapult per 1-2 towers, and thats all
he then wait 2h and one wall is gone

so arrow tower just make enemy spend 4 more brimstones and wait 2 more hour... while you are sleeping at least 8 and then for for 9

-----------
and now it is even harder to destroy localized resource walls ???

later we can build our own palisade close by, place a wrecking ball there....
now everyone just oneshot wrecking balls with arrow towers from behind walls...
User avatar
Lojka
 
Posts: 264
Joined: Sat Jan 21, 2012 10:02 am

Re: Game Development Siege Chess

Postby Pan_w_okularach » Thu Apr 04, 2019 6:24 am

right, you can roll it at the incredible speed of 7.5 tiles/per hour*
*if the defenders choose to do absolutely nothing

yeah that's balanced

anyways, can you at least make it so you ONLY get siege notifications when you are on the territory of the claim, so only the real settlements would have that kind of protection, not places where no one actually lives(safe forts, localized resources etc)
Memories of pain
User avatar
Pan_w_okularach
 
Posts: 790
Joined: Mon Aug 04, 2014 10:57 am

Re: Game Development Siege Chess

Postby mvgulik » Thu Apr 04, 2019 7:04 am

Whats that. No column character in the post title.

Don't feels 100% official without it. ;)
mvgulik
 
Posts: 3775
Joined: Fri May 21, 2010 2:29 am

Re: Game Development Siege Chess

Postby jorb » Thu Apr 04, 2019 7:11 am

mvgulik wrote:Whats that. No column character in the post title.

Don't feels 100% official without it. ;)


:oops:
"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
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Siege Chess

Postby yozzik111 » Thu Apr 04, 2019 7:30 am

So, as mentioned on the stream, archery towers decay over time just as any other siege machine? There is no point to build them now and keep supplied?
Sköldpaddan, gurbibal master, drunken hunter, the thief of Constantinopol, he who never died of man`s hand, son of Severin, grandson of Yozz, Yozzik, Wengdalf. Also an owl.

P.S. More nice hats please!
User avatar
yozzik111
 
Posts: 256
Joined: Thu Dec 22, 2011 10:30 am

Re: Game Development Siege Chess

Postby Ag_Revol » Thu Apr 04, 2019 7:49 am

Lojka wrote:now you can build a 15x15 palisade and not babysit ram (but same you can do before)
but you can only do this if base didn't expand claim long enought, so it is still like unavailable if someone get a banner or two outside their walls

Except the 15x15 palisade is handbashable for 24 hours
Make Kebabs Great Again!
W6-8 - Hermit
W9 - Amish Paradise
W10 - Amish Paradise then Hermit
W11 - A.D.
W12 - Lawspeaker of Avalon
W13 - Konung of Norsca
W14 - Konung of Norsca
User avatar
Ag_Revol
 
Posts: 286
Joined: Thu Feb 18, 2016 8:51 pm

Re: Game Development: Siege Chess

Postby thesourceofsadness » Thu Apr 04, 2019 8:40 am

That's only my opinion, but i totally don't like these changes. Siege mechanics should be simple and intuitive, without a lot of timers and restrictions. I liked removing of shields and simplification at the start of the world, so now these changes look like moving backward.

The problem was in siege timers: attackers and defenders had to battle when they can't or don't want to do so. Babysitting in MMO is annoying, people need to sleep, to go to work... Well, some of them.

May be it will be a good idea to take a look on other MMOs with such problem and see how they deal with it?

In Eve Online owners of the starbase put an "vulnerability window" - a period of time when base can be attacked. After initial attack, a visible for everyone timer starts counting before actuale siege can begin, so both attackers and defenders have time to prepare for battle.

In HnH it may be a "siege claim" where siege machines are invulnerable while timer is counting.
thesourceofsadness
 
Posts: 109
Joined: Mon May 25, 2015 10:13 pm

Re: Game Development Siege Chess

Postby pppp » Thu Apr 04, 2019 9:33 am

loftar wrote:
Chebermech wrote:will it be possible to get inside the archery tower if not to shoot arrows, then to at least pretend and to shittalk demoralize your enemy with a greater efficiency?

Not currently, but might very well consider adding that.

So placing botted shittalking alts into all towers will insta turn any siege into disaster ?
Consider perception * marksmanship at the very least.

wonder-ass wrote:
Increased the building cost of Realm Carins significantly, and enforced greater distances between them

nobody asked for this why? why!
haHA literally nobody is going to fucking be cairn duty now it was already tedious asf to do this shit.

Having better organized countryfolks is the answer. Even if only trusted people can actually place cairns, locals can easily do all the logistics which is a lot. Especially delivering mountains of slag/whatever to save time on chipping stones which IMHO sucked most. Having locals who are lazy asses but demand bonuses is obviously a minus for realm building.

loftar wrote:
Mario_Demorez wrote:To the cairns. I guess they should start destroying the ones they don’t need. Whoever increased the density of their cairn placement did it knowing full well it was to exploit the past system.

You may have a point. I don't want to rush into that decision, though.

Why prevent people from placing more cairns in strategicaly important areas ? Cairn density should be a meaningful decision on economy and strategy level. That's why I asked for increasing cairn upkeep. It hurts more throwaway kingdoms with no real auth income. These should become a burden to upkeep. Cairn drying time should be increased to 4 hours to shorten tentacles built overnight.

On unrelated note, I'd love to see developers record every cairn placement and making a movie out of it at the end of the world, so we can later see realm history in highspeed, similar to the movie played after ending the world in Civilization series.

Many people wrote: Too late ...

W12 when ?

rye130 wrote: You can tweak the numbers for that all you want but it doesn't reach a point where its possible for raiding big villages without being ridiculously easy to raid small ones.
..
There was like a 1-2 hour window when you could be online to build new archery towers to defend your base.

Other issues aside, this alone sucks incredibly. If siege system is to be bearable for small people then playing 2h per day should be enough to manage all siege commitments.
Can devs provide explanation why they do not want to go siege window route ? This has been suggested a number of times already.

VDZ wrote:A long post

Agreeing to most of that.

I support the point that no siege mechanics will be balanced unless successful siege outcome is changed from complete wipe to bearable setback.
pppp
 
Posts: 403
Joined: Sun Jun 20, 2010 7:30 pm

Re: Game Development: Siege Chess

Postby KwonChiMin » Thu Apr 04, 2019 9:56 am

the thing is - u have 2 absolutely different types of siege u must address in the game:
1) random hermit raiding
2) big faction siege
and u should balance the system from both sides. and it is just impossible if they are left in the same mechanics - u are either bringing hermits defense to a point of nonexistence or making impossible to siege Realm vs Realm.
and there is really no position between these two.

upd
okay there is even third type:
3) removing unwanted (and mostly unattended) wall around localised resource
but fuck this one it`s not real siege
User avatar
KwonChiMin
 
Posts: 392
Joined: Fri Mar 05, 2010 7:11 pm

Re: Game Development: Siege Chess

Postby pppp » Thu Apr 04, 2019 10:31 am

Siege window length could depend on claim type (pclaim / vclaim) and claim size (it's auth pool max size) limited within some range, (e.g. small pclaim 2h, huge vclaim 12 h). Siege window should both protect village and siege machines so the attackers do not have to guard them for 24 hours.
pppp
 
Posts: 403
Joined: Sun Jun 20, 2010 7:30 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 73 guests