Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby Headshot » Thu Nov 12, 2015 12:05 pm

Game starts to be a Happy Farmer simulator + for 10$ instead of survival sandbox. Nice job.

Kingdoms, no pvp zones. What next? Maybe no PvP switch for characters?

Game development obviously go wrong way. Instead of fixing bugs, balance and expand system we got you guys try to give breath to rotten ideas.
Look at online statistic. This tells you more then 1000 words.
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 12:10 pm

Headshot wrote:Game starts to be a Happy Farmer simulator + for 10$ instead of survival sandbox. Nice job.

Kingdoms, no pvp zones. What next? Maybe no PvP switch for characters?

Game development obviously go wrong way. Instead of fixing bugs, balance and expand system we got you guys try to give breath to rotten ideas.
Look at online statistic. This tells you more then 1000 words.


How is this implementation any different from what existed in Legacy? Brickwall encampments that cannot be attacked, and over which the owners have perfect access control. Essentially a "no-pvp zone". The only difference is that you can now visit eachother's no-pvp zones and shoot the breeze. How is this a bad thing?
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Re: Game Development: Castles in the Sand

Postby Grable » Thu Nov 12, 2015 12:16 pm

Headshot wrote:Game starts to be a Happy Farmer simulator + for 10$ instead of survival sandbox. Nice job.

Kingdoms, no pvp zones. What next? Maybe no PvP switch for characters?

Game development obviously go wrong way. Instead of fixing bugs, balance and expand system we got you guys try to give breath to rotten ideas.
Look at online statistic. This tells you more then 1000 words.


What are you on about lol. I'm a pvper by heart but how you guys can't see the point/good in this change is beyond me, even more so than the fact that being unable to raid a brickwall other than camping for 24 hours is a separate and long-existing issue...
Less cheesy tactics (not that it isn't possible anymore even...), more actual raiding when the new sieging comes. And hopefully not losing an entire base to a single raid, or rather, there being a purpose to not completely obliterating a village you've raided (aka Kingdoms), as if losing a character isn't hurtful enough.
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Re: Game Development: Castles in the Sand

Postby Lorefin » Thu Nov 12, 2015 12:19 pm

You should do something to disable custom clients auto hearth and spotting players on the minimap.
Because raiding is almost impossible now.
So most pvp will about ganking and it's sometimes impossible too.
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Re: Game Development: Castles in the Sand

Postby Amanda44 » Thu Nov 12, 2015 12:20 pm

Headshot wrote:Look at online statistic. This tells you more then 1000 words.


Yeah, I did notice that, and also know some players who left over both the kingdom issue and the rl money trading issue - I have dire concerns with both myself but atm neither affect me directly, so I'm prepared to 'wait and see' at least .... it's tough being Jorb ....
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Re: Game Development: Castles in the Sand

Postby LadyGoo » Thu Nov 12, 2015 12:21 pm

jorb wrote: Brickwall encampments that cannot be attacked, and over which the owners have perfect access control. Essentially a "no-pvp zone". The only difference is that you can now visit eachother's no-pvp zones and shoot the breeze. How is this a bad thing?
The difference is that you made the siege mechanics even worse (no-one has used rams for anything, except for changing their village layout) and have buffed anyone with brickwalls, disadvantaging people in palisades (now they are the №1 focus for raids greater than ever).
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Re: Game Development: Castles in the Sand

Postby lachlaan » Thu Nov 12, 2015 12:23 pm

I think fixing all the cheesy "mechanics" ,that were just mechanics in that the system worked with the status quo, is a good thing. It's been ages , since Salem times, that I've had issues with them calling "intended" something that was just an easy way out of implementing an actual intended and thought out mechanic. I love that they're fixing the easy ways to do things and hope they add legit ways to do it instead.
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 12:24 pm

LadyGoo wrote:
jorb wrote: Brickwall encampments that cannot be attacked, and over which the owners have perfect access control. Essentially a "no-pvp zone". The only difference is that you can now visit eachother's no-pvp zones and shoot the breeze. How is this a bad thing?
The difference is that you made the siege mechanics even worse (no-one has used rams for anything, except for changing their village layout) and have buffed anyone with brickwalls, disadvantaging people in palisades (now they are the №1 focus for raids greater than ever).


How did we make siege mechanics worse? Have we even changed them? In that you can't meaningfully wall your own ram in any more? Good riddance!

I'm glad we can all agree that the siege mechanics are the problem, rather than anything implied by this change, however.
"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."

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Re: Game Development: Castles in the Sand

Postby tiarali » Thu Nov 12, 2015 12:24 pm

OMG! I should pay to enjoy a game that others have spent years developing for my enjoyment! Oh the insanity!
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Re: Game Development: Castles in the Sand

Postby 4ell » Thu Nov 12, 2015 12:25 pm

inside the tower i'm don't see even window.
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