Game Development: Listed Wound

Announcements about major changes in Haven & Hearth.

Re: Game Development: Listed Wound

Postby bmjclark » Sat Feb 01, 2025 12:15 am

stickman wrote:jorb/loftar do you guys even read forum pm's anymore. most people i talked to said their msgs to you guys are in the outbox so its like you guys arn't reading it. if you are not reading forum pm's how are we supposed to report things that you dont want well known.

Also... wiki says battering ram can move 7.5 tiles... but I seen a ram 22+ tiles away from a wall then like 2 hours later it had already bashed through the wall... can someone who has used a ram this world chime in what the maximum move of a ram is? or is there another repair bug? can a archery tower even reach the max range of a ram from inside a wall?

Also has an archery tower EVER stopped a ram ? I think they are extremely useless. you build a tower it doesn't work for hours and even when it does it can take 1 hours to kill the ram slowly shooting... they build a catapult and destroy the tower... either way you have to go out and fight at some point... and most likely if they are raiding you they are stronger than you so if your a hermit or farmer you will just die i guess.


Rams have a 1 hour dry time after being repaired. Move 7.5 tiles -> repair -> move 7.5 tiles -> repair -> move 7.5 tiles would only take 2 hours
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.
User avatar
bmjclark
 
Posts: 4010
Joined: Thu Jan 27, 2011 6:40 am
Location: Ontario, Canada

Re: Game Development: Listed Wound

Postby stickman » Sat Feb 01, 2025 12:32 am

So lets say it was 22 away. so outside the range of an archery tower

if a tower takes up to 20 shots to kill a ram. then 1250 / 20 = 62.5 damage a shot... so in 1 hour your tower can shoot (60 min /5 shots a min) = 12 times... so that means it could do 12x62.5 damage in an hour 750 damage. not even enough to kill the ram once it starts moving forward.... what if their are multiple rams to hit... and other factors like the attacker placing the rams where its not easy to build towers...

just seems like the archery tower is not good enough to defend a siege. which is why I wanted to know if anyone has actually stopped a siege with a tower before... i am doubtful.

didn't a ram use to take way longer to repair? i could have sworn it use to be way longer than 1 hour. that seems way to fast based on the fact that you can time this stuff when you opponent is sleeping.
stickman
 
Posts: 648
Joined: Sat Nov 21, 2009 12:40 am

Re: Game Development: Listed Wound

Postby shadowchris » Sat Feb 01, 2025 12:49 am

Razzbane wrote:
loftar wrote:
AHONEN wrote:So traders need to wait for a day to confirm that payment with hat is completed?

As mentioned in the update post, if you have hats you know you want to trade with, you can just put them into tradeable status well in advance. Less convenient, of course, but perhaps a price we will all have to pay since we can't have nice things.


If you banned whole Snail's village it would solve entire problem.

Same with siege.
Siege should be a tool to threaten other factions, not sprucecaps. Again solution is simple. Ban Snail's.

People are tired of bug abusers and griefers like Snail or Felix (just reminding Felix's famous wall jump to avoid visitor debuff or cave traps used by Snail last world)

Edit: I have no idea why Felix is allowed to play this game at this point.

You're one of the worst members of this community and yet you're still playing
W8 HLTU W9 Tartarus,Alfheimer,Niflheim W10 RiP, Dis
User avatar
shadowchris
 
Posts: 973
Joined: Thu Aug 12, 2010 2:25 am
Location: Maze's Basement

Re: Game Development: Listed Wound

Postby bmjclark » Sat Feb 01, 2025 12:54 am

stickman wrote:So lets say it was 22 away. so outside the range of an archery tower

if a tower takes up to 20 shots to kill a ram. then 1250 / 20 = 62.5 damage a shot... so in 1 hour your tower can shoot (60 min /5 shots a min) = 12 times... so that means it could do 12x62.5 damage in an hour 750 damage. not even enough to kill the ram once it starts moving forward.... what if their are multiple rams to hit... and other factors like the attacker placing the rams where its not easy to build towers...

just seems like the archery tower is not good enough to defend a siege. which is why I wanted to know if anyone has actually stopped a siege with a tower before... i am doubtful.

didn't a ram use to take way longer to repair? i could have sworn it use to be way longer than 1 hour. that seems way to fast based on the fact that you can time this stuff when you opponent is sleeping.


If your archery tower does 750 damage to a ram, it wont be able to move because it's too damaged and you'll have to repair it again to move it (resetting the dry timer)
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.
User avatar
bmjclark
 
Posts: 4010
Joined: Thu Jan 27, 2011 6:40 am
Location: Ontario, Canada

Re: Game Development: Listed Wound

Postby thomas_ewing » Sat Feb 01, 2025 1:23 am

bmjclark wrote:
stickman wrote:So lets say it was 22 away. so outside the range of an archery tower

if a tower takes up to 20 shots to kill a ram. then 1250 / 20 = 62.5 damage a shot... so in 1 hour your tower can shoot (60 min /5 shots a min) = 12 times... so that means it could do 12x62.5 damage in an hour 750 damage. not even enough to kill the ram once it starts moving forward.... what if their are multiple rams to hit... and other factors like the attacker placing the rams where its not easy to build towers...

just seems like the archery tower is not good enough to defend a siege. which is why I wanted to know if anyone has actually stopped a siege with a tower before... i am doubtful.

didn't a ram use to take way longer to repair? i could have sworn it use to be way longer than 1 hour. that seems way to fast based on the fact that you can time this stuff when you opponent is sleeping.


If your archery tower does 750 damage to a ram, it wont be able to move because it's too damaged and you'll have to repair it again to move it (resetting the dry timer)


Don't attackers build more than one ram? Archery towers have a limit on how close they can built together, but rams don't. RamSpam renders towers moot, no?
thomas_ewing
 
Posts: 84
Joined: Fri May 01, 2015 1:25 am

Re: Game Development: Listed Wound

Postby Razzbane » Sat Feb 01, 2025 1:27 am

shadowchris wrote:
Razzbane wrote:
loftar wrote:]So traders need to wait for a day to confirm that payment with hat is completed
As mentioned in the update post, if you have hats you know you want to trade with, you can just put them into tradeable status well in advance. Less convenient, of course, but perhaps a price we will all have to pay since we can't have nice things.


If you banned whole Snail's village it would solve entire problem.

Same with siege.
Siege should be a tool to threaten other factions, not sprucecaps. Again solution is simple. Ban Snail's.

People are tired of bug abusers and griefers like Snail or Felix (just reminding Felix's famous wall jump to avoid visitor debuff or cave traps used by Snail last world)

Edit: I have no idea why Felix is allowed to play this game at this point.

You're one of the worst members of this community and yet you're still playing






You don't even know me. I don't know you for sure. I only know you belong to the troll group of these bug abusers and pests.
Razzbane
 
Posts: 110
Joined: Wed Dec 21, 2016 7:19 pm

Re: Game Development: Listed Wound

Postby MightySheep » Sat Feb 01, 2025 1:34 am

What a terrible update
User avatar
MightySheep
 
Posts: 2153
Joined: Fri Jul 22, 2011 1:18 pm

Re: Game Development: Listed Wound

Postby boshaw » Sat Feb 01, 2025 1:35 am

thomas_ewing wrote:
bmjclark wrote:
stickman wrote:So lets say it was 22 away. so outside the range of an archery tower

if a tower takes up to 20 shots to kill a ram. then 1250 / 20 = 62.5 damage a shot... so in 1 hour your tower can shoot (60 min /5 shots a min) = 12 times... so that means it could do 12x62.5 damage in an hour 750 damage. not even enough to kill the ram once it starts moving forward.... what if their are multiple rams to hit... and other factors like the attacker placing the rams where its not easy to build towers...

just seems like the archery tower is not good enough to defend a siege. which is why I wanted to know if anyone has actually stopped a siege with a tower before... i am doubtful.

didn't a ram use to take way longer to repair? i could have sworn it use to be way longer than 1 hour. that seems way to fast based on the fact that you can time this stuff when you opponent is sleeping.


If your archery tower does 750 damage to a ram, it wont be able to move because it's too damaged and you'll have to repair it again to move it (resetting the dry timer)


Don't attackers build more than one ram? Archery towers have a limit on how close they can built together, but rams don't. RamSpam renders towers moot, no?

Yes, the reality is if an attacker is serious and determined they will make a lot of rams and catapults. They will use the catapults to safely break any of your towers first. As a defender you should also make catapults as they are vastly superior if you're active and watching. You get to choose where to use its shots, and the range has almost always been better (pre-nerf), but you also need to be there as they aren't automatic like towers. Either way if the attacker has resources and is smart they can bait out your towers, break them, and then you're stuck with only catapults (if you have the brimstone) to defend. That's also assuming you can't fight the people besieging you.

The common cope is that brimstone will limit them, but more likely than not they have access to far more brimstone than you do. Especially if it's a big group with access to most of the world, getting brimstone is not an issue lol.

Also this is assuming they built a safe-palisade near your base so that they can chill without having to be on alert 24/7 watching their ram/catapults. You really screwed up if you allow this to happen, especially if their safe wall is within range of your wall. You should always ensure your claim extends well beyond, and if you see someone drop a wall or claim near you break it, don't let it harden if you can.
User avatar
boshaw
 
Posts: 1590
Joined: Tue Jun 01, 2010 10:22 pm

Re: Game Development: Listed Wound

Postby Luno » Sat Feb 01, 2025 1:48 am

jorb wrote:Account-bound items (mostly store hats) can now be handled and worn by characters not on the account the item is bound to. Naturally, they can still be recalled by the owner at any time, even if, for example, the handling character is offline.



Lol does this mean i can drop all my hats in the river so some hearthlings who like fishing have something to wear on their heads?
Thats neat haha.

jorb wrote:"Catapult"s can now only destroy ships and other siege engines.


Just remove siege at this point, lol.
User avatar
Luno
 
Posts: 196
Joined: Fri Feb 04, 2022 3:10 pm

Re: Game Development: Listed Wound

Postby Moonpoppy » Sat Feb 01, 2025 2:01 am

Razzbane wrote:
loftar wrote:
AHONEN wrote:So traders need to wait for a day to confirm that payment with hat is completed?

As mentioned in the update post, if you have hats you know you want to trade with, you can just put them into tradeable status well in advance. Less convenient, of course, but perhaps a price we will all have to pay since we can't have nice things.


If you banned whole Snail's village it would solve entire problem.

Same with siege.
Siege should be a tool to threaten other factions, not sprucecaps. Again solution is simple. Ban Snail's.

People are tired of bug abusers and griefers like Snail or Felix (just reminding Felix's famous wall jump to avoid visitor debuff or cave traps used by Snail last world)

Edit: I have no idea why Felix is allowed to play this game at this point.


Aren't you the guy that scammed multiple people and insided villages? kinda weird ngl.
Moonpoppy
 
Posts: 122
Joined: Sat Jan 07, 2017 1:37 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Amazon [Bot], Claude [Bot], Python-Requests [Bot] and 8 guests