Game Development: Kicksleddin' on Thin Ice

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Re: Game Development: Kicksleddin' on Thin Ice

Postby wonder-ass » Fri Sep 06, 2019 10:29 am

SnuggleSnail wrote:
Ants wrote:If you're going to criticize my suggestions, you should probably explain why instead of simply saying "no they're bad". I do think criticism that doesn't provide feedback is bad.


I'm not criticizing your suggestion. I'm saying you're not qualified to act like your opinion regarding this has even an ounce of merit.

Ants wrote:Interesting. What makes you say that?


I would need to explain siege to you for you to understand, which seems like a lot of effort.
A good way to put it would be:
1) They played so badly I destroyed their rams with their own catapult
2) They put in so little effort that in spite of the ridiculous economic advantage factions have in this VERY RESOURCE BASED SIEGE SYSTEM they spent like 20 or 28 brimstone in total, when our side bought like 400?500?ish brimstone off of nabs for some random garbage in some random exq chests that nobody would ever notice missing. If things actually got dire WAYYY the frick more brimstone would've been easily obtainable.

All they did was afk in a safe pali for like 20 hours or however long it was and play DoTA on their other monitor. It's honestly comparable to me going afk outside AD for a day with a wrecking ball, then coming back and being like "WTF their walls are still intact? JORB PLS NERF SIEGE IS IMPOSSIBLE!!!!!!"


lmao ikr the amount of fucking man hour that went in to sieging qs was insane meanwhile they expect to get in to a well fortified faction with minimum effort. exdee is all i have to say.
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Re: Game Development: Kicksleddin' on Thin Ice

Postby Ants » Fri Sep 06, 2019 6:32 pm

LostJustice wrote:Except I was the one that shot the catapults don’t take my credit :x but I suppose I did use his character to shoot the rams with I guess. Anyways what Snail says is true. I logged in to help that day and tbh the attempt of the siege was really sad. They just set up rams and catapults expecting the siege to just siege itself in so they could loot and kill people. They made no effort to even remotely make sure the siege would actually work. And as loftar and jorb defines siege, it like chess you make moves and you have options. They simply just built catas and went afk and expected themselves to win the chess match without ever thinking about anything they were doing. I agree sieging is an annoying mechanic but how to rework it or do it personally don’t know. But one thing I do know is that snail definitely has a better idea on siege mechanics and maybe even ways to make it better than you Ants.

It's possible you're right. I don't know the details and I wasn't there.

However, all I'm hearing from Snail is that the system is fine as it is and I'm not seeing any answer to the how to break through a base with multiple walls question. The closest thing I'm seeing is this:
Astarisk wrote:Anyone who builds a plot style village made of multiple layers of walls is impossible to siege -- no matter the behavior of the siege equipment.

So I'm getting the impression that it is, in fact, impossible to raid someone who has built their village properly. I welcome any evidence to the contrary and I hope I am wrong.

By the way, if you're going to siege something other than AD, hit me up. I'd like to be there to watch how things work firsthand. :oops:
Last edited by Ants on Fri Sep 06, 2019 7:01 pm, edited 1 time in total.
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Re: Game Development: Kicksleddin' on Thin Ice

Postby Astarisk » Fri Sep 06, 2019 6:59 pm

Ants wrote:So I'm getting the impression that it is, in fact, impossible to raid someone who has built their village properly. I welcome any evidence to the contrary and I hope I am wrong.

I was hoping the takeaway from my message was that siege is really hard to get right when the community of the game tries their best to make a base that's impossible to raid. This has existed far throughout haven history ranging from hearth vaults like Black Helicopter built between cliffs and a long series of walls to island vaults to plot style villages that emerge in later worlds. We've seen it continue in hafen with the shield systems. Villages just started making multiple claims, multiple villages, and now multiple walls with huge gaps of tiles in between walls in order to make their villages practically impossible to siege. We've seen this type of abuse in Salem. I'd rather the devs spend their time on mechanics that are more fun and useful than siege. As long as the devs don't actively monitor, respond, and react to any fortress made with ill intentions in mind then balancing the system is gonna be insanely hard. Everyone needs to be playing by the same rules and the same mind set or sieging is just a mechanic meant to be abused.
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Re: Game Development: Kicksleddin' on Thin Ice

Postby MagicManICT » Fri Sep 06, 2019 7:48 pm

Astarisk wrote:I was hoping the takeaway from my message was that siege is really hard to get right when the community of the game tries their best to make a base that's impossible to raid.

Maybe village mechanics need adjustment. Encourage strong walls, not layers upon layers of them. I'm sure there's a means of doing this that isn't too onerous.
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Re: Game Development: Kicksleddin' on Thin Ice

Postby wonder-ass » Fri Sep 06, 2019 8:09 pm

MagicManICT wrote:
Astarisk wrote:I was hoping the takeaway from my message was that siege is really hard to get right when the community of the game tries their best to make a base that's impossible to raid.

Maybe village mechanics need adjustment. Encourage strong walls, not layers upon layers of them. I'm sure there's a means of doing this that isn't too onerous.


im sure we wouldve had it by now if that was the case 11 worlds counting.
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Re: Game Development: Kicksleddin' on Thin Ice

Postby MagicManICT » Fri Sep 06, 2019 8:17 pm

wonder-ass wrote:im sure we wouldve had it by now if that was the case 11 worlds counting.

Maybe. Maybe it's not occurred to adjust village upkeep. I hate to say "put an upkeep value for every tile of wall," as a lot of villages like to compartmentalize individual holdings and such. And that's a good thing to have, I think. I don't want to put a cost on this type of security, but maybe it is necessary.
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Re: Game Development: Kicksleddin' on Thin Ice

Postby jorb » Fri Sep 06, 2019 8:55 pm

Would it be fun if there were like... a 24 hour event once every month, when all walls can be bashed?
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Re: Game Development: Kicksleddin' on Thin Ice

Postby MagicManICT » Fri Sep 06, 2019 9:02 pm

jorb wrote:Would it be fun if there were like... a 24 hour event once every month, when all walls can be bashed?

No. It needs to be a thing or not be a thing, otherwise you just get "The Purge."
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Re: Game Development: Kicksleddin' on Thin Ice

Postby jorb » Fri Sep 06, 2019 9:03 pm

Well, it would introduce a fundamental symmetry where everyone is vulnerable at the same time, which could make for a lot of crazy, which could be fun.
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Re: Game Development: Kicksleddin' on Thin Ice

Postby borka » Fri Sep 06, 2019 9:24 pm

Why bashing when they just could be gone for 24h ... ?!?

Why P2P when such idiotic ideas come up to please a few ?!?

Sounds more like you really have no real clue atm how to implement a mass satisfactory siege mechanism ?!? ;)
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