Game Development: Siege Chess

Announcements about major changes in Haven & Hearth.

Re: Game Development: Siege Chess

Postby Uriel » Thu Apr 04, 2019 3:59 pm

Wow... so much shitposting on devs, I don' like that.
It's cool that You guys are making this game, thx.
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Re: Game Development Siege Chess

Postby Kaios » Thu Apr 04, 2019 4:48 pm

bmjclark wrote:Tbh, i think bothering with siege is only going to irritate people and the people who want you to rework siege won't be happy unless they can walk up and push your wall over with little to no effort. I hope we can move on from this now.


Quite frankly, this does seem to be the general consensus amongst players pushing for siege changes. If they can’t destroy your whole village in a short time-frame they really won’t be pleased with any changes until that time.
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Re: Game Development: Siege Chess

Postby Aceb » Thu Apr 04, 2019 4:56 pm

And people still forget about that, they don't have to sit 24hours, if they have enough man power to just replace people.

beside using multiclients to perform other tasks, while waiting.
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Re: Game Development Siege Chess

Postby DamJNeT » Thu Apr 04, 2019 5:21 pm

Kaios wrote:
bmjclark wrote:Tbh, i think bothering with siege is only going to irritate people and the people who want you to rework siege won't be happy unless they can walk up and push your wall over with little to no effort. I hope we can move on from this now.


Quite frankly, this does seem to be the general consensus amongst players pushing for siege changes. If they can’t destroy your whole village in a short time-frame they really won’t be pleased with any changes until that time.


Should we add that they're the one that will find every exploit possible to not get raided ? aka claim overlapping etc ?
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Re: Game Development: Siege Chess

Postby Ag_Revol » Thu Apr 04, 2019 5:24 pm

Aceb wrote:And people still forget about that, they don't have to sit 24hours, if they have enough man power to just replace people.

beside using multiclients to perform other tasks, while waiting.

Sure. Just casually make 30 peoples stay awake for 32 hours in a row to destroy one wall.
If even 10 of them go to bed for a minimum of one hour it allows an enemy to gather all their forces and just destroy the ram.
You CAN'T leave.
Unless you're raiding sprucecaps of course.
TBH noone really wants to raid them but every time we discuss a siege system there comes a hermit army and cries "OH NO BIG BULLY FACTIONS WILL STEAL MY CARROTS 20Q :( :( :( :( "
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Re: Game Development: Siege Chess

Postby DamJNeT » Thu Apr 04, 2019 5:36 pm

Ag_Revol wrote:Unless you're raiding sprucecaps of course.
TBH noone really wants to raid them but every time we discuss a siege system there comes a hermit army and cries "OH NO BIG BULLY FACTIONS WILL STEAL MY CARROTS 20Q :( :( :( :( "


Cmon, how many posts do we see in the moot about said faction ganking noobs ?
They kill them because it's easy and they have a good laugh, not because it's profitable.
So if it's easy to raid them as well, why would they not ?
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Re: Game Development: Siege Chess

Postby dageir » Thu Apr 04, 2019 5:38 pm

How about a "siege time" of 24 hours of preparation where no action can be taken by either side (no offensive action involving siege engines etc) followed by a shorter time (for instance 2 hours) where engines on both sides are activated/available to use? If the defender does not show up for the action, too bad. Towers can still defend.
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Re: Game Development: Siege Chess

Postby Aceb » Thu Apr 04, 2019 5:43 pm

dageir wrote:How about a "siege time" of 24 hours of preparation where no action can be taken by either side (no offensive action involving siege engines etc) followed by a shorter time (for instance 2 hours) where engines on both sides are activated/available to use? If the defender does not show up for the action, too bad. Towers can still defend.


You don't get the idea that less than 24 hours means that You can find a window where non-faction village or one not using patrol bots, means someone can easly get in without much effort. If You add any "magical protection" where siege engines can't be touched, it means You literally open a window where one can just sit and watch or sleep while knowing that they won't be able to defend.

Ag_Revol wrote:
Aceb wrote:And people still forget about that, they don't have to sit 24hours, if they have enough man power to just replace people.

beside using multiclients to perform other tasks, while waiting.

Sure. Just casually make 30 peoples stay awake for 32 hours in a row to destroy one wall.
If even 10 of them go to bed for a minimum of one hour it allows an enemy to gather all their forces and just destroy the ram.
You CAN'T leave.
Unless you're raiding sprucecaps of course.
TBH noone really wants to raid them but every time we discuss a siege system there comes a hermit army and cries "OH NO BIG BULLY FACTIONS WILL STEAL MY CARROTS 20Q :( :( :( :( "


Yeah, You can split those 30 people where on average, one could spend +1hour defending the siege engines from defenders. If it's enemy faction You attack, suck it up boy or thin their numbers beforehand.
Last edited by Aceb on Thu Apr 04, 2019 5:45 pm, edited 1 time in total.
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Re: Game Development: Siege Chess

Postby dageir » Thu Apr 04, 2019 5:45 pm

Aceb wrote:
dageir wrote:How about a "siege time" of 24 hours of preparation where no action can be taken by either side (no offensive action involving siege engines etc) followed by a shorter time (for instance 2 hours) where engines on both sides are activated/available to use? If the defender does not show up for the action, too bad. Towers can still defend.


You don't get the idea that less than 24 hours means that You can find a window where non-faction village or one not using patrol bots, means someone can easly get in without much effort. If You add any "magical protection" where siege engines can't be touched, it means You literally open a window where one can just sit and watch or sleep while knowing that they won't be able to defend.


Shorter engagement time increases the chance of proper combat.
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Re: Game Development: Siege Chess

Postby Aceb » Thu Apr 04, 2019 5:46 pm

dageir wrote:
Shorter engagement time increases the chance of proper combat.


Or it increases "skip to next base" faster instead of any combat.
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