Game Development: Castles in the Sand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 2:52 am

higherark wrote:On one hand you claim the sacking of ryleh was fair enough, but then you say using a spy to open the gates is a cheesy exploit. Which one is it?


Fair enough within the confines of the existing mechanics at the time, perhaps? I don't know exactly how it went down and don't really have decided opinions on it. Suffice it to say that it had very little impact on this development.
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Re: Game Development: Castles in the Sand

Postby Bregos » Thu Nov 12, 2015 2:53 am

will you add a bit smaller stone towers ????or it will be just this one ??
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Re: Game Development: Castles in the Sand

Postby jorb » Thu Nov 12, 2015 2:54 am

Kirche wrote:Is it possible to extend these gate protections to unbroken walls as well, thus countering bug jumping from having any affect?

You'd still be able to break the wall and get in to raid a place, but exploiters wouldn't benefit from jumping over walls anymore


Wall jumping should not be possible. This case should not exist, and if it does, then that is the problem.
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 2:55 am

higherark wrote:because claim+gate provides total safety

Is this complaint intended to say "it's impossible to infiltrate a village anymore"? Because it's certainly not "total safety", since you can still bash the wall as you've always been able to.

In that case, please feel free to start a thread in C&I discussing possible and reasonable infiltration mechanics.
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Re: Game Development: Castles in the Sand

Postby Granger » Thu Nov 12, 2015 2:56 am

loftar wrote:
Drevar wrote:edit..Also is the mechanic directional? Like if you pass through a reversed gate (normally exiting) does this still function?

No, you are flagged as a visitor whenever you pass an open gate, quite simply. Nothing more and nothing less to it.


You should redo this to keep keys in the loop:
If one has a matching key for the gate the 'no crime' debuff should not trigger when the key would allow to open the gate in the direction one passes it.
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 2:57 am

Granger wrote:If one has a matching key for the gate the 'no crime' debuff should not trigger when the key would allow to open the gate in the direction one passes it.

Yeah, I've considered something like that. Not entirely sure yet.
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Re: Game Development: Castles in the Sand

Postby Granger » Thu Nov 12, 2015 2:58 am

loftar wrote: Not entirely sure yet.
What is holding you back?
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Re: Game Development: Castles in the Sand

Postby slipper » Thu Nov 12, 2015 2:58 am

Stone walls, when? I don't even care if they have less soak than brick.
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Re: Game Development: Castles in the Sand

Postby loftar » Thu Nov 12, 2015 2:59 am

Granger wrote:What is holding you back?

Considering possible unintended consequences? :)
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Re: Game Development: Castles in the Sand

Postby Oddity » Thu Nov 12, 2015 2:59 am

> You can no longer raid anyone unless you wall-bash

Wow.
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