Fixing personal claims

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Fixing personal claims

Postby Eemerald » Sat Feb 20, 2016 12:43 am

its pretty annoying tbh. because if you leave stuff in kilns, or smelting, or whatever else, then you can't really secure it. I know you shouldn't over build etc etc, but once you get to making a claim it'd be nice for it to actually have some kind of effect
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Re: Fixing personal claims

Postby Casual » Sat Feb 20, 2016 1:22 am

sabinati wrote:the point is don't hoard stuff you aren't going to use soon and don't overbuild your infrastructure past your capacity to protect it in the beginning


Or just create alts and hoard that stuff there (and keep these items completely safe as opposed to those who use only one character).

Also, do you really think that everything is okay with actual mechanics? That situation where new player buys defense skill and it makes no effect for 8 hours is a good design? I can clearly see how new player quits just because all of his stuff was destroyed, even though he just got a Yeomanry skill few hours ago. While it still wouldn't make difference to any experienced player who has required skills to destroy stuff on someone's claim then it decreases the chances that such player will perform these actions, just because of the scents. On the other hand it defends that claim from anyone who doesn't have required skills.

Sure, I can agree that my idea is not the best. It creates it's own problems, but I will never agree that actual design is good. It basically solved a problem of claims placed for grefing but too created new.
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Re: Fixing personal claims

Postby LadyV » Sat Feb 20, 2016 6:16 am

loftar wrote:
Casual wrote:Did developers really think that making players defenseless for 8 hours is a good idea?

If you have a better solution to the converse problem of cheap claim griefing, I'm all ears.


If a claim is placed within a certain distance of another it takes on the current wait time to develop. If not It has no limitation because it is not contested.

Logging into a claim that is useless to protect me is not any more right. It just stops development till your mechanic comes online.
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Re: Fixing personal claims

Postby jordancoles » Sat Feb 20, 2016 6:23 am

LadyV wrote:
loftar wrote:
Casual wrote:Did developers really think that making players defenseless for 8 hours is a good idea?

If you have a better solution to the converse problem of cheap claim griefing, I'm all ears.


If a claim is placed within a certain distance of another it takes on the current wait time to develop. If not It has no limitation because it is not contested.

Logging into a claim that is useless to protect me is not any more right. It just stops development till your mechanic comes online.

Could do what we do and focus on character development during that time
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Fixing personal claims

Postby Kaios » Sat Feb 20, 2016 1:16 pm

sabinati wrote:the point is don't hoard stuff you aren't going to use soon and don't overbuild your infrastructure past your capacity to protect it in the beginning


That's a pretty ridiculous statement, these are new players we are talking about not seasoned veterans that know what they are doing. The 8 hour activation time on claims is a pain in the ass and a new player should not be punished due to this simply because they didn't realize they could block a cave with a leanto or some other exploit-y shit that older players tend to make use of.
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Re: Fixing personal claims

Postby Thedrah » Sat Feb 20, 2016 8:21 pm

maybe we should have an experience when the first personal claim goes up, something saying it has 8hours to have authority or something
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