Game Development: Seated in Valhalla

Announcements about major changes in Haven & Hearth.

Re: Game Development: Seated in Valhalla

Postby SaltyCrate » Sat Oct 20, 2018 8:04 pm

Valhalla updates are neat. It is not quite here yet to what it should be but looks close to it.

As for gates potential change. There are a number of proposed "solutions" in this thread and they all range from terrible (most of them) to irrelevant at best. The original idea is either irrelevant or slightly bad, depending on the exact chosen implementation. I don't have my own solution to the presented problem. At least I would advice to listen to what Ardennesss have to say on why current solution (or some modification of it) won't work as planned, as to me he looks like one of very very few people in this thread who have a clue about topic discussed.
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Re: Game Development: Seated in Valhalla

Postby Granger » Sat Oct 20, 2018 8:27 pm

dafels wrote:it doesn't address the problem that jorb is trying to fix in this note, take it easy on the keyboard with your shitty ideas you old scumbag

You supply an insult, but no argument. I suggest you try again should you come up with a reasoning that goes beyond you hating me.
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Re: Game Development: Seated in Valhalla

Postby SaltyCrate » Sat Oct 20, 2018 8:55 pm

Granger wrote:
dafels wrote:it doesn't address the problem that jorb is trying to fix in this note, take it easy on the keyboard with your shitty ideas you old scumbag

You supply an insult, but no argument. I suggest you try again should you come up with a reasoning that goes beyond you hating me.

Leaving his hatred towards you aside, there is an argument that your suggestion does not address the original problem. And it is true.
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Re: Game Development: Seated in Valhalla

Postby Aceb » Sat Oct 20, 2018 9:38 pm

We have noticed that forts abusing the visitor debuff to provide temporary dodge-in-and-out safehavens are a thing in combat, and don't like that much. We have considered a fix for this problem, which would basically imply giving gates three states: Open, closed, and open for visitors. If the gate is open for visitors, you can enter and get a visitor debuff, but you cannot enter while in combat. If the door is open, you, and anyone, can enter, quite simply, without receiving a visitor debuff. Presumably it would take some time to switch to or from the open for visitors stage. Let us know what you think.


that would be way too confusing for many and I'll be honest, looks ugly, does not much.


Make the person initiating a combat just not allowed to enter a gate that would normally just give visitor debuff. Visitor debuff if I recall is there to prevent hearthlaw being broken and this is exactly the act that would have to happen inside, even if it was started outside.

Something un-nice, also prevent claim priviliged people from attacking players with visitor debuff inside. Evict should be enough?
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Re: Game Development: Seated in Valhalla

Postby azrid » Sat Oct 20, 2018 9:51 pm

loftar wrote:How would you be helped by running inside as it currently stands? If they've initiated combat outside, the combat relation still stands inside the CF gates.

95% of the time it wont help you.
You run into CF then hope you have a stand there with a safe house where you can flee.
Then you have to remember where it is.
And on top of that you must run through the lag that is a big village.
By the time you call for help on discord you are face first on the ground with your head bashed in.
Meanwhile your attacker probably has 20k stats on you and is laughing his ass off.

That's the 100% authentic haven experience right now.
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Re: Game Development: Seated in Valhalla

Postby Granger » Sat Oct 20, 2018 10:34 pm

SaltyCrate wrote:
Granger wrote:
dafels wrote:it doesn't address the problem that jorb is trying to fix in this note, take it easy on the keyboard with your shitty ideas you old scumbag

You supply an insult, but no argument. I suggest you try again should you come up with a reasoning that goes beyond you hating me.

Leaving his hatred towards you aside, there is an argument that your suggestion does not address the original problem. And it is true.

Following that mindset: There is an argument that you're wrong with this (and everything else, naturally). And it is true.

Simply stating a 'fact' without providing the reasoning for the why is a ittle thin on the argument side of things, don't you think?
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Re: Game Development: Seated in Valhalla

Postby Jalpha » Sat Oct 20, 2018 10:53 pm

>fixes valhalla well
>a pile of dry tinder next to a fire will still never catch fire
>mfw

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Re: Game Development: Seated in Valhalla

Postby LostJustice » Sat Oct 20, 2018 10:54 pm

azrid wrote:
loftar wrote:How would you be helped by running inside as it currently stands? If they've initiated combat outside, the combat relation still stands inside the CF gates.

95% of the time it wont help you.
You run into CF then hope you have a stand there with a safe house where you can flee.
Then you have to remember where it is.
And on top of that you must run through the lag that is a big village.
By the time you call for help on discord you are face first on the ground with your head bashed in.
Meanwhile your attacker probably has 20k stats on you and is laughing his ass off.

That's the 100% authentic haven experience right now.


I beg to differ. Right now we have the option to post Alts at gates and evict if anyone comes near the gate in aggroing people. No it doesn't work 100% but it deters and gives a better chance, a much bigger chance than 5% I can assure you that. Not letting someone through a gate for a chance of safety because some other character aggroed them seems ridiculous in any standard. New world 11, lets all make alts and just aggro people outside their gates so they can't enter their palis! Come on it will be fun! :roll:
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Re: Game Development: Seated in Valhalla

Postby loftar » Sat Oct 20, 2018 10:56 pm

Granger wrote:Just keep gates as they are and just make them block red-handed characters currently in combat, track by which character combat was initiated and skip scent generation from combat for characters that just defend themselves (thus no red-handed for characters that don't initiate combat - even if they win over, and possibly kill, the aggressor).

Eww. Sounds horribly complex. I doubt even more rules and special treatment of redhandedness is what any system related to crimes and visitor debuffs needs right now.
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Re: Game Development: Seated in Valhalla

Postby Hasta » Sat Oct 20, 2018 10:56 pm

So.

Jorbtar trying desperately to fight off mechanics abusers, a handful of monstrously overfed old-timers are wandering barren 'scapes of the dead world with no new one in foreseeable future, and everyone is hating on Granger.

Nothing changes here.

See you guys in another 1 to 2 years =)
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