Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby Jeff » Thu Nov 12, 2015 1:05 pm

GustawoVegas wrote:
jorb wrote:Idk. Maybe as a meta-game issue that is true, but layers of walls were possible before as well. Again, I'm not convinced that the siege system should be based on people forgetting to close gates.

Just make visitors thing optional.
Ctrl+Right click on the gates with master key - flover menu with "open for visitors" - gates will place buff that prevents others doing crimes (for example steal master key)
If you lost master key (which is nearly impossible if you have half of brain) - raider can click on the gates and choose "close for visitors" - gates no longer preventing crime actions.


So that spies can steal master keys to disable the visitor system?
Cause that's what would happen with such a change.

Nah, better keep it as it is now.
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Re: Game Development: Castles in the Sand

Postby GustawoVegas » Thu Nov 12, 2015 1:18 pm

Jeff wrote:
GustawoVegas wrote:
jorb wrote:Idk. Maybe as a meta-game issue that is true, but layers of walls were possible before as well. Again, I'm not convinced that the siege system should be based on people forgetting to close gates.

Just make visitors thing optional.
Ctrl+Right click on the gates with master key - flover menu with "open for visitors" - gates will place buff that prevents others doing crimes (for example steal master key)
If you lost master key (which is nearly impossible if you have half of brain) - raider can click on the gates and choose "close for visitors" - gates no longer preventing crime actions.


So that spies can steal master keys to disable the visitor system?
Cause that's what would happen with such a change.

Nah, better keep it as it is now.

Yes, exactly. Don't want infiltrator to steal your key? Don't tell him where master key is, keep it in safe place, be sure that you know where master key is at all times. Make 10 000 other master keys and place them everywhere.
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Re: Game Development: Castles in the Sand

Postby Tonkyhonk » Thu Nov 12, 2015 1:20 pm

one thing sounds weird. i had always thought multiply layers of walls should make the village stronger than a single walled vault, but some ppl seem to think otherwise.
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Re: Game Development: Castles in the Sand

Postby Badich » Thu Nov 12, 2015 1:21 pm

loftar wrote:No, the tower soaks 60, while the brickwall soaks 70.

Can I break the brickwall by myself with 4900 str?
loftar wrote:
LadyV wrote:Certainly open intrigue.

I would expect no less, and I for one would not keep my gates open until the most obvious consequences have been hashed out. ^^

I wanna see your village on the map. (for trade, I'm peaceful)
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Re: Game Development: Castles in the Sand

Postby LadyGoo » Thu Nov 12, 2015 1:31 pm

Tonkyhonk wrote:one thing sounds weird. i had always thought multiply layers of walls should make the village stronger than a single walled vault, but some ppl seem to think otherwise.

It has always been hard to ram a village with multiple walls. No-one debates it should be hard. However, now it is just impossible (removed 8 hours dry time).

As for the world stagnation, I agree with Astarisk. To make the situation better:
1. Crossroads should be easier to build. Helps for people to reach their friends, increased density of crossroads will just confuse campers and random camping will become inefficient, making crossroads safer.
2. Add adequate siege mechanics which would encourage mass fights.
3. Barter stands.
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Re: Game Development: Castles in the Sand

Postby Leksar » Thu Nov 12, 2015 1:41 pm

LadyGoo wrote:3. Barter stands.


To be able to crash the server, just in case :D
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Re: Game Development: Castles in the Sand

Postby dafels » Thu Nov 12, 2015 1:58 pm

You should have implemented this change alongside with a new sieging/raiding mechanic, but no, good job? You're making people quit. :)
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Re: Game Development: Castles in the Sand

Postby Lunarius_Haberdash » Thu Nov 12, 2015 1:59 pm

GustawoVegas wrote:Yes, exactly. Don't want infiltrator to steal your key? Don't tell him where master key is, keep it in safe place, be sure that you know where master key is at all times. Make 10 000 other master keys and place them everywhere.


As a victim of an infiltrator, I am *still* down with this idea, the ability to open for everyone to include intrigue as a viable option. Also, if you happen to obtain a master key during a kill, the ability to open it for raiding.

Seriously, this is a good idea for keeping intrigue a viable option in its previous form, and all it requires on the part of the village owners is a little care.
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Re: Game Development: Castles in the Sand

Postby Avu » Thu Nov 12, 2015 2:02 pm

dafels wrote:You should have implemented this change alongside with a new sieging/raiding mechanic, but no, good job? You're making people quit. :)


Which people? People that make other people quit?
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Re: Game Development: Castles in the Sand

Postby rye130 » Thu Nov 12, 2015 2:03 pm

Avu wrote:
dafels wrote:You should have implemented this change alongside with a new sieging/raiding mechanic, but no, good job? You're making people quit. :)


Which people? People that make other people quit?


Yeah... Don't know why this change would make anyone quit. People who carry keys normally only have shitty stuff to steal anyways.
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