Game Development: Seated in Valhalla

Announcements about major changes in Haven & Hearth.

Re: Game Development: Seated in Valhalla

Postby yagogoii » Fri Oct 19, 2018 4:25 am

to prevent fighting around "safe house"
increase upkeep of those claim no one really live there will be better than make ppl can't get in their door in combat.
yagogoii
 
Posts: 17
Joined: Sat Nov 05, 2016 7:37 pm

Re: Game Development: Seated in Valhalla

Postby wonder-ass » Fri Oct 19, 2018 4:32 am

ctopolon4 wrote:
loftar wrote:
ctopolon4 wrote:and bow cant be same Q as metal stuff (at same Q : bow = OP) (make bow Q limit 5k)

Or you could just be responsible and set qualities and attributes to values that you would realistically encounter in the real world.


haha .... responsible .... fair pvp ... seriously?
should i reset my stats to 10k if i have 20k
make 5000Q bow and arrows instead 10k
should i do fair pvp when i can just dominate spawn zone and have fun, i don't think so...
DAB emotion and advantage, thats all most players need from this game (add dab into valhalla pls)

P.S. not allowed to enter your own gates if get attacked outside sounds bad, mostly if i go out for naked swim (mb no weapon in hands or fully naked, will be solution)


the dab is already in valhalla fren, ive bin dabbing on everyone in there.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

Re: Game Development: Seated in Valhalla

Postby drumboy » Fri Oct 19, 2018 5:49 am

jorb wrote:We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.

The best update 2018
drumboy
 
Posts: 12
Joined: Wed Nov 18, 2015 4:38 pm

Re: Game Development: Seated in Valhalla

Postby Clenda » Fri Oct 19, 2018 6:20 am

jorb wrote:We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.


Not sure the right solution it's to add a new state that complexe the door and palissade mechanism. Noob may not understand it.

It's not possible to do on this way :
You can't get the visitor deduff(so you cannot enter) if you are in combat.But make it allow you to enter in owned claim.
User avatar
Clenda
 
Posts: 44
Joined: Sat Mar 11, 2017 9:41 pm

Re: Game Development: Seated in Valhalla

Postby Ants » Fri Oct 19, 2018 6:29 am

Yaaaay, finally a Valhalla update! Thanks Jorbtar.
Haven's most kawaii retarded ethot karen
Image
User avatar
Ants
 
Posts: 1842
Joined: Sun May 04, 2014 9:55 pm
Location: inside your head

Re: Game Development: Seated in Valhalla

Postby Stoltz » Fri Oct 19, 2018 6:32 am

Thanks!
Stoltz
 
Posts: 15
Joined: Sat Jun 23, 2018 6:54 pm
Location: Orgrimmar

Re: Game Development: Seated in Valhalla

Postby Pan_w_okularach » Fri Oct 19, 2018 6:50 am

Jorb wrote:We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.

Kind of surprising that you care about things like that, maybe there's still hope for the game :). Although I'm not sure how this specific solution would play out, even with timers for opening/closing gates.
You can't know beforehand how many enemies are really there inside the fort, and once the gates close you're trapped inside. Furthermore, gates are relatively narrow passages, 2 or 3 tile wide, and if the opponent party is standing inside close to the gate, effectively blocking the entrance, it can take some time and fight to push them away. Maybe the closing timer should reset every time someone enters the gate? That way both of these issues can be neutralized. Another possible solution would be to make gates open from the inside without any keys at all (for someone who doesn't have the visitor's debuff of course).
But then of course there's a whole separate issue of locked houses, that the host team can enter and port home before you could destroy it or pick the lock.
Loftar wrote:surely you must agree that it would be frustrating to have to wait every time you want to pass gates even in civilian circumstances?

There's no real need for a timer on opening gates, if what I suggest is implemented.



jorb wrote:Wasn't that as much of a problem in Legacy, then?

Building "forts", as you call them, was a much more labour-intensive task in Legacy. It had to be a brickwall and it had to be a village claim(or a very big personal claim). You had to build an initial cornerpost then wait 24 hours(iirc) till you could extend from it. Then the place had to be looked after and maintained, and losing a copy of the key would probably mean losing the place as well, because there was no changing locks, no slave keys/master keys they were just keys. Nowdays it takes some very cheap materials and about 10 minutes to build a palisade with a cabin and a personal claim from scratch, and it will stay forever if no one destroys it within the first 8 hours.
It's ridiculous how little effort it takes to privatize a piece of land, now people have whole networks of little palisades connected with roads, which makes tasks like making quests 100% safe. Back in Legacy days you couldn't even assess the situation on the other end of the road you took, sometimes you would port somewhere to find yourself surrounded by a 10 people gank party and you had to wing your way out of the situation ¦], this generation of players don't even know how easy they have it. LMAO getting KOed and losing gear is too hardcore for you, bunch of fucking pussies.
Memories of pain
User avatar
Pan_w_okularach
 
Posts: 789
Joined: Mon Aug 04, 2014 10:57 am

Re: Game Development: Seated in Valhalla

Postby jorb » Fri Oct 19, 2018 7:10 am

karcheress wrote:So apparently you can't drop scarab talisman on the ground.


Sorry boot dat. Fixed on dev server.
"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: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Seated in Valhalla

Postby zebratul » Fri Oct 19, 2018 7:10 am

The chair is fucking great. Looking forward for more aesthetically unique items!

Also, i like the gate idea (spamming gates and knocking people out via an alt eviction is an abuse of game mechanics), however it must be made very clear when the gate is in a «free for all» mode, and will not protect your base. Marked with some kind of a white flag maybe? I fear that people would lose bases and loot over this simple mistake.
Also, i dont exactly like the idea that you cannot enter a friend's base while aggroed by an animal. Ideally that rework should only affect PVP, if it's possible.
Last edited by zebratul on Fri Oct 19, 2018 7:29 am, edited 2 times in total.
User avatar
zebratul
 
Posts: 438
Joined: Sun May 08, 2016 9:15 am
Location: Moscow

Re: Game Development: Seated in Valhalla

Postby ydex » Fri Oct 19, 2018 7:25 am

so if gates where to have these two different stages that just basicly means ppl are gonna build two gates instead of where there now is one one "combat gate", one "visitor gate").
I don't feel like that would be too estetically pleasing.

In that case I feel like the whole "if red handed you cant enter" sort of angle is prettier tho, or possible timers as mentioned before, as long as ppl in aggro can chase throught gates without getting visitors etc.

Sry, morning english
bold
User avatar
ydex
 
Posts: 747
Joined: Mon Apr 11, 2011 4:08 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Python-Requests [Bot] and 5 guests