Game Development: Darkwood Gilding

Announcements about major changes in Haven & Hearth.

Re: Game Development: Darkwood Gilding

Postby Vigilance » Sun Oct 16, 2022 11:00 pm

loftar wrote:
Vigilance wrote:have you considered that the siege system is currently absolutely god-awful and functionally removed? the fact that people are considering a sub 20 second timer to tear-down a wball over even considering engaging with a 5 fucking day siege is kind of indicative of the state of things.

Perhaps, but if that is the case, then clearly it is the siege system that should be fixed, rather than keeping wrecking balls as a way to just bypass it. Please do feel free to continue opining on the state of siege. There's also the question of whether siege is ever used for anything but just recking nubs.

hitting actually hard targets is usually completely impossible due to how asinine the system tends to be, mixed with how easy it is for an intelligent group to just salt their own earth before the invaders are ever actually inside. arguably the first part there might be good for retention and general peoples' feelgoods, but imagine sieging someone for five days in the current and getting literally nothing out of it other than making them not play anymore.

im kind of confused why jorb literally said "hey yeah i defended against a siege, it felt good, it stressed me out that i had to show up for stuff" and then decided to make it a FIVE DAY LONG ordeal.
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Re: Game Development: Darkwood Gilding

Postby DonVelD » Sun Oct 16, 2022 11:02 pm

Reiber wrote:they where nabs, they just have a few people who know how to code, so the rest dosnt have too engage with the game so much.

they still managed to defend this shit and were fighting on many other occasions. you can call them nabs as much as you want but they gave us a fight and managed to get the wrecking ball on the first try. not counting the other tries because they called for unneeded help. just because we're way better doesn't mean that anyone worse should be considered unable to do anything
Last edited by DonVelD on Sun Oct 16, 2022 11:04 pm, edited 1 time in total.
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Re: Game Development: Darkwood Gilding

Postby Sevenless » Sun Oct 16, 2022 11:04 pm

I can think of ways of making siege more accessible. Stuff like how eve does it: Attacker sets a challenge window, defender picks a time within that window. But like, how do you balance any system that forces players to fight without just immediately ending every player other than factions ability to defend themselves?

I just can't see any way haven's eggshell defense (completely locked out, or completely free to act no inbetween) could be made into a system that's balanced with factions being able to attack each other but small villages not being ripe for the slaughter.
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Re: Game Development: Darkwood Gilding

Postby kirillius98 » Sun Oct 16, 2022 11:04 pm

MAKE SIEGES GREAT AGAIN
Make battering rams be able to built only on village claims territory, requiring no more than 15 minutes to wait and be much more durable. Also make claim level affect amount of damage dealt by siege weapons and maybe increase walls health (maybe brickwall will become usable after that)
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Re: Game Development: Darkwood Gilding

Postby kirillius98 » Sun Oct 16, 2022 11:06 pm

Sevenless wrote:I can think of ways of making siege more accessible. Stuff like how eve does it: Attacker sets a challenge window, defender picks a time within that window. But like, how do you balance any system that forces players to fight without just immediately ending every player other than factions ability to defend themselves?

I just can't see any way haven's eggshell defense (completely locked out, or completely free to act no inbetween) could be made into a system that's balanced with factions being able to attack each other but small villages not being ripe for the slaughter.

Make it harder to siege PC's and easier to siege VC's. Make VC something like little realms and that will make it a little more close to what you've described.
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Re: Game Development: Darkwood Gilding

Postby ctopolon4 » Sun Oct 16, 2022 11:13 pm

gemhunter best credo ever! -check
can i have some new smoking mushrooms you are using for this tweak?

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Re: Game Development: Darkwood Gilding

Postby Vesena » Sun Oct 16, 2022 11:21 pm

Maybe try making it easy to break into a base, but severely limiting the amount of damage you can do while there? Like Battering Rams only take a short time to dry, but a claim only has 10 "Crime Points" you can exploit before having to wait for them to slowly regenerate. Would need to come up with a good way to avoid making it optimal to set up alts to raid yourself and deny others though.
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Re: Game Development: Darkwood Gilding

Postby SnuggleSnail » Sun Oct 16, 2022 11:28 pm

Vigilance wrote: but imagine sieging someone for five days in the current and getting literally nothing out of it other than making them not play anymore.


When it was 24 hour charge per wall I would often spend 3-5 days on a siege, and I would only go after /relatively/ easy targets without too much compartmentalization or wall spacing. I don't think you even measure sieging relevant faction villages in days anymore, you measure it in months. When it was 1day/wall last world sieging my village would've taken 12 days, and the design wasn't nearly as crazy/big as most other villages.

That's why, at a baseline world 10 style claim shields are the only viable system I've seen suggested. that system was removed in large part because people 1 or 2 villages would build a village claim around their village to effectively double their siege time, but with the new system you double your siege time 20 times over by spending a few hundred wood blocks on extending your palisade. Very silly.

Also, do not allow regular gildings on armor/every slot either. With how OP some of the newer gildings are especially it will completely invalidate UA/MC equalization. If you can slot a troll hide lining bullshit thingo or a ancient beaver tooth in every slot the highest UA/MC bois will be doubling their stats for the first half of the world. It will be the same as pre-equalization, except the formula makes that more punishing.
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Re: Game Development: Darkwood Gilding

Postby ItsFunToLose » Sun Oct 16, 2022 11:30 pm

This is fine.
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Re: Game Development: Darkwood Gilding

Postby ChildhoodObesity » Sun Oct 16, 2022 11:32 pm

i think instead of regular stat gildings itd be cool if there were super rare items that dropped from dungeons or something that when gilded into armor or weapons gave bonuses like 3% dmg increase, etc. obviously the armor repair system would be necessary and this would work well on the actual weapon too
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