Pre-Announcement: Siege Changes

Announcements about major changes in Haven & Hearth.

Re: Pre-Announcement: Siege Changes

Postby Enjoyment » Wed Apr 06, 2016 5:25 pm

In the world where hermits fucked up, there is a risk that only 2-5 factions will play it, and devs will become their personal dream realizators. Is that what you want, Jorb?
About Haven & Hearth
Haven & Hearth is a MMORPG (Massive Multiplayer Online Roleplaying Game) set in a fictional world loosely inspired by Slavic and Germanic myth and legend. The game sets itself apart from other games in the genre in its aim to provide players with an interactive, affectable and mutable game world, which can be permanently and fundamentally changed and affected through actions undertaken by the players. Our fundamental goal with Haven & Hearth is to create a game in which player choices have permanent and/or lasting effects and, thus, providing said players with a meaningful and fun gaming experience.

Players start the game surrounded by a vast and somewhat unforgiving wilderness, with only the most basic tools of survival at their disposal. The use of fire is a thematic focal point of the game's mythos, and an early and important task will be the simple lighting of one. As the first hearth fires disperse the darkness of the surrounding wilderness, more pressing questions will present themselves to the players: Who are they? Where are they? And, most importantly, where are they going? From this point on, players will have to blaze trails of their own into the unknown, the wilderness and the future, and explore and affect the world of Haven & Hearth using only their own best judgment and a chipped stone axe. Trust us, the stone axe is the shit.

As players progress, they will be able to acquire new skills and abilities, allowing them to perform a variety of tasks—such as the claiming of land, the construction of buildings and the cultivation of crops—each step forward making the basic task of survival somewhat easier. Having progressed far enough, players SHOULD organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires.

At least, those are our lofty ambitions.

Just one little correction and noone can say that devs are hypocrites
Last edited by Enjoyment on Wed Apr 06, 2016 5:27 pm, edited 1 time in total.
English is neither my native lang, nor my best side...
Enjoyment
Under curfew
 
Posts: 932
Joined: Mon Oct 12, 2015 6:32 pm
Location: Kyiv, Ukraine

Re: Pre-Announcement: Siege Changes

Postby LadyGoo » Wed Apr 06, 2016 5:26 pm

Like, even after the palibashing was removed, people are being overly carebear. Omg, if anyone can raid us, they will do it! NO. No-one will waste materials on your scrubby hermitage, and rather try to negotiate. Any palisade with a pclaim is a hearthvault already, provided the effort for collecting the brimstones and etc. Who, in right mind, would spend so many resources on raiding noobs?
Jesus, if you give farmers an arm, they'll bite it off and ask for the manager, because it doesn't taste right. :lol:
Last edited by LadyGoo on Wed Apr 06, 2016 5:27 pm, edited 1 time in total.
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN

Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM

W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
User avatar
LadyGoo
 
Posts: 2767
Joined: Sat Jul 09, 2011 9:06 am

Re: Pre-Announcement: Siege Changes

Postby jorb » Wed Apr 06, 2016 5:27 pm

Enjoyment wrote:In the world where hermits fucked up, there is a risk that only 2-5 factions will play it, and devs will become their personal dream realizators. Is that what you want, Jorb?


Yes, that is what I want.

Cut your hyperbole and stop trying to make me out to be some sort of bad guy here. I've tried to engage in a meaningful conversation with you, so kindly return the favor. kk, thanks.
"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: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Pre-Announcement: Siege Changes

Postby Enjoyment » Wed Apr 06, 2016 5:32 pm

LadyGoo wrote:Like, even after the palibashing was removed, people are being overly carebear. Omg, if anyone can raid us, they will do it! NO. No-one will waste materials on your scrubby hermitage, and rather try to negotiate. Any palisade with a pclaim is a hearthvault already, provided the effort for collecting the brimstones and etc. Who, in right mind, would spend so many resources on raiding noobs?
Jesus, if you give farmers an arm, they'll bite it off and ask for the manager, because it doesn't taste right. :lol:

Oh, it can be safe now, but we were talking about the way the game development goes. And if it will eventually become too cheap for big faction to just destroy "my scrubby hermitage" they definately will...
English is neither my native lang, nor my best side...
Enjoyment
Under curfew
 
Posts: 932
Joined: Mon Oct 12, 2015 6:32 pm
Location: Kyiv, Ukraine

Re: Pre-Announcement: Siege Changes

Postby LadyGoo » Wed Apr 06, 2016 5:35 pm

Enjoyment wrote:Oh, it can be safe now, but we were talking about the way the game development goes. And if it will eventually become too cheap for big faction to just destroy "my scrubby hermitage" they definately will...
And making raids last 12 hours minimum, wasting tons of resources is not solely enough for you. It is way too cheap, isn't it?
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN

Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM

W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
User avatar
LadyGoo
 
Posts: 2767
Joined: Sat Jul 09, 2011 9:06 am

Re: Pre-Announcement: Siege Changes

Postby Enjoyment » Wed Apr 06, 2016 5:36 pm

jorb wrote:Yes, that is what I want.

Cut your hyperbole and stop trying to make me out to be some sort of bad guy here. I've tried to engage in a meaningful conversation with you, so kindly return the favor. kk, thanks.

Oh, I wasn't raging you (not consciously - that's for sure). Maybe I should lower my expression though. I wasn't sarcastic - I do want to understand your vision of Haven's future...
English is neither my native lang, nor my best side...
Enjoyment
Under curfew
 
Posts: 932
Joined: Mon Oct 12, 2015 6:32 pm
Location: Kyiv, Ukraine

Re: Pre-Announcement: Siege Changes

Postby Avu » Wed Apr 06, 2016 5:40 pm

How about you implement a way to not attack your allies in combat? It's a fucking clusterfuck. Too many people and you end up performing worse than with a smaller group. The cost to keep all those people equipped also increases.
Did you fix localized town claims or whatever you call them? Last time I played you couldn't see their damn area of effect and they were buggy to boot. The interface was also horrible.
Does partying still give full permissions to visitors?
Why is the game letting 1 guy destroy the entire industry area and cut all your trees while everyone else is asleep. And you want bigger groups.
Where is my ability to tax fellow villagers if I want to? A big city would have to rely less on comunism and direct exchange of items and more on indirect means of organization. If a villager underperforms is lazy or a damn idiot your only choice is exile or murder or well ignoring the problem. On the other hand I can't set village goals say collection of wax or hard leather and somehow reward those players automatically. Might work for 10 guys try it with 100.

As for my defeatism? The result is I'm playing Path of Exile and I'm having fun (been doing it for years too). As for you dunno you are fixated on your stupid siege system when it's obvious to anyone sane there is no chance in hell to make such a system balanced but hey keep trying I'm sure it will work out ok. You want drama and you think the problem is the lack of siege when in fact it's there are no new people to provide it. You think siege will solve everything when the more likely result is making a few more people quit. But sure go ahead. Meanwhile my suggestion is considered too out there and probably more important too much damn work. Bleah. Give lady goo her siege once they remove odditown and ainran I'm curios how much drama you will have jorb. Farmville ftw.
Last edited by Avu on Wed Apr 06, 2016 5:41 pm, edited 1 time in total.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: Pre-Announcement: Siege Changes

Postby Enjoyment » Wed Apr 06, 2016 5:41 pm

LadyGoo wrote:
Enjoyment wrote:Oh, it can be safe now, but we were talking about the way the game development goes. And if it will eventually become too cheap for big faction to just destroy "my scrubby hermitage" they definately will...
And making raids last 12 hours minimum, wasting tons of resources is not solely enough for you. It is way too cheap, isn't it?

This is FOR NOW, And even this wasn't accepted cause of "way too long". And if things goes in that way - it will become 6h and than 3 or even 1h. And that for destroying anothers' Big Scary Faction Vclaim. And if needed efforts would scale for small villages and hermitages - than it could became "too cheap for not doing it". Im thinking about future, you know. Want to know the way the game I spend my time in goes. Does it seems strange to you?
English is neither my native lang, nor my best side...
Enjoyment
Under curfew
 
Posts: 932
Joined: Mon Oct 12, 2015 6:32 pm
Location: Kyiv, Ukraine

Re: Pre-Announcement: Siege Changes

Postby Ozzy123 » Wed Apr 06, 2016 5:43 pm

Enjoyment wrote:Oh, it can be safe now, but we were talking about the way the game development goes. And if it will eventually become too cheap for big faction to just destroy "my scrubby hermitage" they definately will...


How is it cheap now? 3,5 days with 12 catapults/day to destroy some hermit.. That will never happen. Noone will even bother to raid big villages with 2/3 layers of palisade/brickwall cuz it just won't be possible. Also noone will bother raiding some hermits if it takes so much effort/catapults/brimstone. Siege doesnt exist and wont exist even after the siege changes.

How the siege system should look like in my opinion:

You place a ram which is destructible and dries in 8 hours, defenders can try destroying it within these 8 hours but of course attackers can also protect it for 8 hours, then after it dries it becomes indestructible and lawspeaker of the defending village has to choose a time within the following 24h when the attackers will be able to move the ram (it wouldnt get damage from moving on the village claim so 2-3-4 layers of walls won't work) and destroy walls, if defenders don't want to set the time they have to pay a tribute and what kind of tribute that is Im not sure yet, maybe some % of total LP of all characters added to the village that has to be paid with curiosities.. Or idk, thats still to discuss but I think it would be way better. If defenders want to fight & defend their village - they can set a time in which they gather people, attackers gather people - they fight for the raid. If defenders are peacefull hermits and don't want risk fighting - they can pay the tribute - the less people play in the defending village, the less total LP, the less curios they have to pay.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
User avatar
Ozzy123
 
Posts: 2477
Joined: Sat Feb 11, 2012 4:27 pm

Re: Pre-Announcement: Siege Changes

Postby Ysh » Wed Apr 06, 2016 5:44 pm

Ysh wrote:I think you, Jorb/Loftar must have some vision of where the game will be. What exactly is that vision? It seems like to me that you intend for the game to play at the end much different than it plays now. Without knowing this end, we cannot suggest the systems to get to this end and talking implementation is wasted efforts.


Enjoyment wrote:I wasn't sarcastic - I do want to understand your vision of Haven's future...


Avu wrote:And is the game you dreamed of building a mix of russians and canadians pissing in other peoples porridge and nobody new joining? If it is congrats.

I read in a further post there is no change of kingdoms happening. Well good luck with that. When lady goo and jordan coles are the only people left (even autism has it's limits) I'm sure you can pat yourself on the back for your great vision.


Some clarification of intent, please?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot], Thorrentice, Trendiction [Bot] and 52 guests