Game Development: Whirling Radii

Announcements about major changes in Haven & Hearth.

Re: Game Development: Whirling Radii

Postby dafels » Wed Feb 16, 2022 1:24 am

"siege chess" lmao
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Re: Game Development: Whirling Radii

Postby iamahh » Wed Feb 16, 2022 10:04 pm

game content is too deep and time consuming for siege to be fun

the only fun possibility I see is making siege a KO event with multiple rounds and respawning, but make everyone temporarily have the same stats, and choose from a the same pool of equips at respawn... a very basic pvp mini-game, however detached from all the grind, repeatable, and noob friendly
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Re: Game Development: Whirling Radii

Postby wonder-ass » Wed Feb 16, 2022 11:30 pm

iamahh wrote:game content is too deep and time consuming for siege to be fun

the only fun possibility I see is making siege a KO event with multiple rounds and respawning, but make everyone temporarily have the same stats, and choose from a the same pool of equips at respawn... a very basic pvp mini-game, however detached from all the grind, repeatable, and noob friendly


its not supposed to be fun its supposed to bring conflict which it achieves.
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Re: Game Development: Whirling Radii

Postby misscourtneyd » Thu Feb 17, 2022 6:06 am

forgot to put hat on sale..?
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Re: Game Development: Whirling Radii

Postby jorb » Thu Feb 17, 2022 10:28 am

misscourtneyd wrote:forgot to put hat on sale..?


Yepp. Will fix!
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Re: Game Development: Whirling Radii

Postby iamahh » Thu Feb 17, 2022 2:31 pm

wonder-ass wrote:
iamahh wrote:game content is too deep and time consuming for siege to be fun

the only fun possibility I see is making siege a KO event with multiple rounds and respawning, but make everyone temporarily have the same stats, and choose from a the same pool of equips at respawn... a very basic pvp mini-game, however detached from all the grind, repeatable, and noob friendly


its not supposed to be fun its supposed to bring conflict which it achieves.


does it achieve conflict, though? cause it seems to me most people prefer to avoid conflict, because of the grindy nature of the game, and the unshakable suspicion of unequal pvp conditions

like it or not, pvp is all about the initial conditions, which haven is far from providing, since it's designed to do the opposite

if we talking about supposed things the game should be, then what about "emergence"? siege mini-game is so micro managed by the devs that it's impossible to emerge anything from it... maybe making it a simple KO mini game with equal starting playing field noobs would adhere and from noobs you can expect emergence and fun
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Re: Game Development: Whirling Radii

Postby vatas » Thu Feb 17, 2022 3:23 pm

There's no convenient way to practice PvP in conditions close to ones where the PvP will actually happen.

There should be instanced Valhalla thing where you flee from 3 speed mob in a randomly generated forest biome, this was suggested before but devs either didn't notice it or ignored it.
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Re: Game Development: Whirling Radii

Postby telum12 » Thu Feb 17, 2022 6:45 pm

jordancoles wrote:
telum12 wrote:The defenders can pick and choose when to defend.

Attackers get a lot of choice as well. The start time of a siege is set by the attackers, who can begin at a time that works best for them and their group. Attackers can also let rams sit for additional hours, leaving the defendings standing around waiting to see what happens next (since the decay time on siege equipment is hardly noticeable). Delaying siege advances until the defenders have to go to work/sleep is a pretty common tactic.

Attackers have the element of surprise most of the time, specially this late into a world. They can place a ram and multiple catapults down right up against a person's wall whenever they feel like it and then the defender has less than 2 hours to respond before the catas harden, making counter siege a lot harder to set up.

Also as towers go down they leave rubble which removes the ability to build a new tower nearby for 24h. Siege equipment like catapults can be freely built and spammed for eternity, and if they are destroyed, they can be rebuilt immediately. META is still to just place a ram, hope the defenders spam towers early on, wait for them to decay, and then build a new ram to begin the real siege attempt.

Siege is just fucked, lol. It is a massive time sink for both sides and none of it is overly enjoyable. There are long periods of time between things actually happening but you can't really sit back and chill during that time either.


Defenders can pick and choose engagement time. You know as well as I do that sieging a competent village can take days of work, regardless of force disparity.

Again, I'm not saying the system is great, and these are definitely good points that should be addressed. The "siege is an ez win for attackers" argument is just dumb and unhelpful, yet dominate 99% of the discussion around siege mechanics (without actually talking about siege mechanics).
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Re: Game Development: Whirling Radii

Postby valeriesusanne » Fri Feb 18, 2022 5:01 am

Whirling Snowflakes are AWESOME curios!!! :D

Thank you!
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Re: Game Development: Whirling Radii

Postby sMartins » Fri Feb 18, 2022 1:10 pm

The Supersonic whirling snowflake cannot be catched on claimed lands, I don't remember if this does happen also for insects and that jazz, if possible I'd fix it for flying stuff....not bounded to the claim. Cheers
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