Game Development: Siege Chess

Announcements about major changes in Haven & Hearth.

Re: Game Development Siege Chess

Postby JuroTheDragon » Wed Apr 03, 2019 9:48 pm

jorb wrote:
JuroTheDragon wrote:EVERY VILLAGE WOULD HAVE A SHIELD.


If only we had tried that, indeed.


But you just gave the shields with some other stupid mechanics not like the ones I told you about

I was playing when you put shields into villages and so on, but it was completly broken


https://wiki.eveuniversity.org/POS_Warfare
Last edited by JuroTheDragon on Wed Apr 03, 2019 9:50 pm, edited 1 time in total.
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Re: Game Development Siege Chess

Postby loftar » Wed Apr 03, 2019 9:49 pm

Ag_Revol wrote:if I understand thing correctly. It means that you need to check siege every ~40 minutes to ensure ram won't be sneaky-beaky destroyed by a tower.

As far as I can tell, you pretty much only need to check every 59 minutes. Which, surely, is a lot better than having to watch them constantly.

Mind you, also, that these numbers can of course be adjusted if needed.

Ag_Revol wrote:Again, you need to spend a full day (without sleeping) just to tear down ONE wall, and there can be multiple of them. Even 32 hours for a brick wall. Meh.

No, the battering ram can just continue right on to the next wall.
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Re: Game Development Siege Chess

Postby Alayah » Wed Apr 03, 2019 9:49 pm

So just to clarify, you have to move the ram up to the wall and protect it there for 24 hours? Or how do you enforce the 24/32 hour timer for different wall types?

Edit:Question was just answered while i was writing
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Re: Game Development Siege Chess

Postby Fierce_Deity » Wed Apr 03, 2019 9:51 pm

JuroTheDragon wrote:
jorb wrote:
Ag_Revol wrote:What the actual fuck, Jorb?


Meh, you've had a good while to complain beforehand.



Jorb, why you can't just add Eve-online system with reinforced mode... ? Dude, that would make the siege's at least worth anything... I mean in very, very shortcut:

EVERY VILLAGE WOULD HAVE A SHIELD.

If some raiders come, they put siege engises which dry like 2 hrs or so... Then they can attack the shield. after shield goes down to 50% then village shield turns into "reinforced mode" where you CANNOT keep attacking for 48 hrs...
During that time defenders can decide if they call for help and defend or whatever they do... After 48hrs since shields turned reinforced you can take the shield till 0% and then you would hit the palisade/brick walls HPS till zero and beging raiding if they didnt defend it or so...

WHY ITS SO HARD? :(


Why is it so hard you ask...after laying out an idea worse than anything previously implemented. They don't want magical shields on claims. Just give this a try, it looks fun. Will prob be better once siege shit can't be hand bashed fully.
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Re: Game Development Siege Chess

Postby loftar » Wed Apr 03, 2019 9:51 pm

JuroTheDragon wrote:But you just gave the shields with some other stupid mechanics not like the ones I told you about

What you described sure sounded like how shields used to work.

JuroTheDragon wrote:https://wiki.eveuniversity.org/POS_Warfare

TL;DR.
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Re: Game Development Siege Chess

Postby Granger » Wed Apr 03, 2019 9:51 pm

loftar wrote:
Chebermech wrote:will the splash ever work on open gates? as right not it does not.

I was not aware of that. Should be fixed.

It should not.

Splash / Cascade should be modified in general, for one to give us some control over it for remodeling for another that an attacker isn't able to de-wall a village in case the RNG smiles on him.

Apart from that, regarding the lag spike issue: As far as I understand it there is a way forward, when will it be walked?
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Re: Game Development Siege Chess

Postby Ag_Revol » Wed Apr 03, 2019 9:58 pm

loftar wrote:
Ag_Revol wrote:if I understand thing correctly. It means that you need to check siege every ~40 minutes to ensure ram won't be sneaky-beaky destroyed by a tower.

As far as I can tell, you pretty much only need to check every 59 minutes. Which, surely, is a lot better than having to watch them constantly.

Mind you, also, that these numbers can of course be adjusted if needed.


I guess it may be somehow better, you may take a coffee break etc etc. I still don't like the idea of raiding taking a lot of time in a row. I agree that it should be time-consuming and hard, but making people wreck their sleep time just to tear down the wall is very meh. Especially counting by the time you destroy the wall enemies will hide everything that was inside somewhere else.

loftar wrote:
Ag_Revol wrote:Again, you need to spend a full day (without sleeping) just to tear down ONE wall, and there can be multiple of them. Even 32 hours for a brick wall. Meh.

No, the battering ram can just continue right on to the next wall.


They're not taking damage from moving? They don't need to charge if the walls are adjusted close enough? I may have missed something. Could you explain, please?
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Re: Game Development Siege Chess

Postby twincannon » Wed Apr 03, 2019 9:58 pm

Serious question: how many people even really care about siege? I guess updates like this are mostly just disappointing to me because it's at best, nothing, and at worst me having to worry that the game is going to break in some new and fun way that didn't exist previously.

I've been playing this game for quite a while now (as has most people here I'm sure, familiar faces all around, I mostly lurk though) and in all my time I've only ever been involved in one conflict and that was basically just helping people out who got screwed over, and it wasn't by a siege, it was by village corruption. Seems to me most people just enjoy the hermit/progression lifestyle and major sieges happen only a few times a world now. I might be completely wrong though. But it seems pretty clear that the conflicts are usually ones born of corruption or mismanaged bases, which is of course fine.

I guess the main point I'm trying to get to here is that, siege just doesn't make sense to me at all in H&H as it currently is, everything is just such a grind (if you can even call it that, it's really more just long term goals and time management) ... the entire concept of getting into someone's base and potentially making them lose everything is basically just so at odds with how the game works currently. And it's so trivial to make a "backup copy" of your progression that it'd basically be more of an inconvenience, unless siege was made to be very easy, in which case no one would ever get anything done.

With all the siege discussions lately I've been tempted to suggest the development/trial of some kind of siege/combat focused server, where everything is multiplied by some large amount - much faster convenience time, xp/LP gain, everything gives more materials, leather dries/tans in minutes, etc. Simply because an environment like that is one that would actually allow siege to exist and not feel like this weird forced mechanic that never happens simply because it basically cannot be allowed to happen without breaking everything else.

TLDR I feel like siege can never "work" in the current iteration of H&H and I'm ok with that, just hate to see the time spent on it I guess


Edit: I should add that I understand the current way siege has worked for the past couple worlds has basically been a thing that exists just for people who are really pissed at another village, and I feel like that's fine too, but again... just don't see the point in spending so much time on it if it's something that will only be used by a very small % of the playerbase and for a specific reason (revenge). This also makes sense since really if you're going to siege someone you probably have equivalent or better industry anyway, it's not like the game allows for a village to play as some barbarian tribe that focuses only on military and doesn't farm etc.
Last edited by twincannon on Wed Apr 03, 2019 10:03 pm, edited 1 time in total.
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Re: Game Development Siege Chess

Postby DDDsDD999 » Wed Apr 03, 2019 10:02 pm

So do archery towers have no cooldown once warmed up, and just destroy any siege engines in their range if you load enough arrows in it? Does the arrow q matter?

What's the speed of decay on the siege engines, once they start to decay?
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Re: Game Development Siege Chess

Postby loftar » Wed Apr 03, 2019 10:02 pm

Ag_Revol wrote:They're not taking damage from moving? They don't need to charge if the walls are adjusted close enough? I may have missed something. Could you explain, please?

They take damage from moving, yes, but that just means that it is distance that stops them, not walls. They never "uncharge" for any reason, if that is your confusion.
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