Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby stickman » Thu Nov 12, 2015 6:42 am

oh you cannot go onto the roof of a tower?
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Re: Game Development: Castles in the Sand

Postby maze » Thu Nov 12, 2015 7:14 am

stickman wrote:oh you cannot go onto the roof of a tower?

nope

or atlest...not yet ;D
Last edited by maze on Thu Nov 12, 2015 7:14 am, edited 1 time in total.
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Re: Game Development: Castles in the Sand

Postby Tacheron » Thu Nov 12, 2015 7:14 am

No time to read through all the pages: Can the claim owner aggro a "visitor"? Can he lock him inside the gates? Can the "visitor" do anything about it if he doesn't have a key?
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Re: Game Development: Castles in the Sand

Postby rye130 » Thu Nov 12, 2015 7:23 am

Tacheron wrote:No time to read through all the pages: Can the claim owner aggro a "visitor"? Can he lock him inside the gates? Can the "visitor" do anything about it if he doesn't have a key?

Yes, yes, hearth home
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Re: Game Development: Castles in the Sand

Postby maze » Thu Nov 12, 2015 7:24 am

Tacheron wrote:No time to read through all the pages: Can the claim owner aggro a "visitor"? Can he lock him inside the gates? Can the "visitor" do anything about it if he doesn't have a key?


yes, yes, only fight back noting else~ ie don't go in if you don't trust em'.
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Re: Game Development: Castles in the Sand

Postby Shoe » Thu Nov 12, 2015 7:31 am

Can you build a cellar inside the castle?
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Re: Game Development: Castles in the Sand

Postby spectacle » Thu Nov 12, 2015 8:01 am

loftar wrote:
Granger wrote:In case one has the key the gate would have be passable already, but now one can't let others in with a slave anymore (since leaving with it might supress the debuff, entering won't). Any other consequences you (or anone else here) sees?

Certainly, I agree that it seems fairly safe; I just generally don't like rushing these kinds of changes. We'd like to see the consequences of this change first. Little by little. :)

That would be easily countered by building a second gate in front of the main gate and leaving it always open, that way the would be raider will already have the visitor buff when he reaches the main gate to open it with his stolen key.

Please don't encourage us to build ugly double gates, leave the key mechanics as they are :)
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Re: Game Development: Castles in the Sand

Postby Oddity » Thu Nov 12, 2015 8:13 am

burgingham wrote:The only real loss for raiding someone is the inability to plant spies inside a town that can open the gates for you. That I would like to keep in game, but their should be ways to implement that if you flesh out the gate mechanic a little more.

Too late. Now there will be no raiding of active settlements/villages at all.
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Re: Game Development: Castles in the Sand

Postby ramones » Thu Nov 12, 2015 8:15 am

I'm not sure i saw it in any of the 19 pages... Who is "stranger" when it comes to the claim? That means stranger is only that person who is not on your kin list under any color? So if you have a person kinned, wether be white, green, blue, red, they are able to enter your claim and do crimes?
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Re: Game Development: Castles in the Sand

Postby Avu » Thu Nov 12, 2015 9:23 am

Am I understanding this right: can I leave gate open and the people I gave permisions to my claim even if they had a visitor buff since they wouldnt actually have to commit crimes they could go about their bussiness?

What about partying someone? If someone gets a visitor buff and gets partied hereby allowing theft and whatever else partying allows (does it allow stuff anymore haven't tested) again I assume he will be able to go about his business visitor or not. So don't party untrusted people say for leading them to your trade area. They could come steal some stuff while you don't pay attention and leave.

If I demolish my old cellar and rebuild will I get a new one with walls or the old one?

I know that if you have permisions to a village claim you can vandalize authority objects. Can we get the same for walls now? I'd like more gates :D Otherwise it will take quite a bit of time to get enough people with str for a ram. Personal claim should still supercede so no village claiming over noobs walls.

Infiltration is still possible and a single spy mole can still do considerable damage gather data about online times, destroy shit while people are logged out, steal items. What it stops is opening the gates then leveling the town. Realism wise to be able to open the gates you'd need to climb a towns trust structure high enough to be able to order the guards to open the gates and then leave for home. So you just asociate that with getting invite rights. Even in EVE the people that robbed alliances and stuff were people that were trusted not random recruits. If you want to spy work for it.

As for destroying noobs places that go around with master keys. What will that gain the game? One less noob. A paying noob perhaps. For what gain for the raider? A few bars of metal at most? A few low q pies. Meh I really don't see the big deal.

As for raiding being impossible it kinda was but moles were an incredible even catastrophic security risk. Previous worlds had crossroads to do basically what we do now; bypass walls. We're back to that system but with more flexibility and less ugly. I say it;s a great addition.

If raiding is indeed impossible maybe wait for kingdoms. There is not an infnite amount of players for you raiders to loot and destroy. Each one you make quit is one less that won't play and pay. It needs to take you as much effort to destroy someone as it takes someone to build to that point arguably even more. Is 24 hours online too much time for a raid? Probably but you can still camp the enemy road system you can still kill their forager alts, dig down to level 5 and camp their miner alts. Don't come here and tell me there is no way to damage an enemy. Build a fucking wall 100 tiles from yout target to block them in and hope they don't see it. It's just not worth the effort for you. That I will buy.

Also please tower roofs and bridges.

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