Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby Grable » Thu Nov 12, 2015 9:27 am

Oddity wrote:Too late. Now there will be no raiding of active settlements/villages at all.


There wasn't much raiding of active settlements/villages anyway, apart from those you infiltrated via a spy (most of the people were already careful with that, and even more now with R'lyeh falling like it did), or the occasional noobs that actually went outside with their master key.

This is a good change. Not being able to raid an active settlement/village is a different issue, and something Jorb said they'll be able to focus more on now.
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Re: Game Development: Castles in the Sand

Postby earllohst » Thu Nov 12, 2015 9:28 am

Great update, the visitor buff idea is brilliant!
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Re: Game Development: Castles in the Sand

Postby PaoloFu » Thu Nov 12, 2015 9:28 am

Someone know how many storey is the tower?
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Re: Game Development: Castles in the Sand

Postby bmjclark » Thu Nov 12, 2015 9:29 am

PaoloFu wrote:Someone know how many storey is the tower?


5 + a cellar
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Game Development: Castles in the Sand

Postby Kearn » Thu Nov 12, 2015 10:08 am

i never thought i would see the day that a mechanic is introduced that favors non-psychopaths
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Re: Game Development: Castles in the Sand

Postby snuby » Thu Nov 12, 2015 10:16 am

Kearn wrote:i never thought i would see the day that a mechanic is introduced that favors non-psychopaths



That's quite the generalisation there.
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Re: Game Development: Castles in the Sand

Postby ERoy33 » Thu Nov 12, 2015 10:22 am

when i saw the first pic i did not think much of it then i saw the person in the pic and holy mother of jorb that is huge.
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Re: Game Development: Castles in the Sand

Postby GustawoVegas » Thu Nov 12, 2015 10:44 am

The game evolving into Farmville.
It was Farmville+horrible "reality" of living in early middle ages in uncharted woods, where death avaits at every corner and you can't take your livelihood into the grave. Now it's going to be just Farmville with not-so-good combat system.

Plunder is good, raiding is good, organising alliances without dev support is good, treason is good, stupid mistakes that make you die - are the best, makes you think clearer, makes you always be on your toes, makes you a better player. All horrible and grim things this game had - were best and most unique parts of it.

Thing is - devs make every effort to ensure that strong will become stronger and brutal force - is the only force in the game, while deciet, treason, infiltration and other dirty methods are no longer avaible in any way.

ADD MORE TO THE GAME, STOP CUTTING PARTS FROM THE GAME THAT DOESN'T HAVE MUCH ANYWAY
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 10:51 am

Oddity wrote:
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.


People spend hours plunking down claims and walls, and this could be undone through stuff like forgetting to manually perform what should arguably have been an automated task, not understanding the intricacies of the key system, &c&c. No bueno. You're losing too much for the wrong reasons, and the aggressor has a far too efficient attack vector. Worse, it makes it so you can't receive visitors or trade where you live, and it also plays a big part in making shell defense far too important.

I mean, yes, camping a ram for 24hrs is a fair amount of work, but, man, so is building and losing a base to nonsense. That last part costs more than 24hrs of work for those affected.

This arguably makes the deficiencies of the siege system stand out more glaringly, but, again, that is what should be fixed, and that is where the problem should be addressed. This change is not the problem.

I also think that this...

Avu wrote: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.


Is a very good point. In previous worlds people have, quite simply, not used gates, precisely because they have been too great security risks. Relative the Legacy implementation I feel strongly that we haven't made anything but positive difference. Raiding is as possible or impossible as it always was, but you can visit people and allow people to visit.
"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
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Re: Game Development: Castles in the Sand

Postby ramones » Thu Nov 12, 2015 10:53 am

Barter stands back, preety please?
W8 - Hermitage
W7 - Emerald City
W6 - Gomorrah
W5 - Pandemonium
W4 - Angkor
W3 - Angkor
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