Rename gates!

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

Re: Rename gates!

Postby animary » Sun Dec 29, 2024 5:57 am

I don't even bother with airlocks anymore. Just a couple of cabins outside the pali but on the claim, with locked doors. At first sign of trouble run into a cabin and hearth into my compound while they pick the lock ...if they bother.

But the first time I encountered this questionable "feature" was in a mine. I unearthed a boreworm and was prevented from sanctuary in the pali around the mineshaft so had to stay and fight (and got KO'd). This is ridiculous.
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Re: Rename gates!

Postby SnuggleSnail » Sun Dec 29, 2024 6:01 am

animary wrote:I don't even bother with airlocks anymore. Just a couple of cabins outside the pali but on the claim, with locked doors. At first sign of trouble run into a cabin and hearth into my compound while they pick the lock ...if they bother.


lmao you're gonna fucking die
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Re: Rename gates!

Postby animary » Mon Dec 30, 2024 1:43 am

"lmao you're gonna fucking die"

Probably. But I would be dead anyway, I'm not a fighter (attacking a third ant swarm may KO me, lol).

With an airlock I would run through a normal gate and into the cabin, if i pause to close the gate behind me whoever/whatever is chasing me may catch up and enter, so just run straight to the cabin and hope for the best. So why have the normal gate.
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Re: Rename gates!

Postby maze » Mon Dec 30, 2024 2:26 am

just add descriptions

click on the button "visitor gate" and have a popup "Visitor gate: these gate can only be entered while you're not in combat. People entering these gates are given a statues that stops them from doing crime within the town; they must leave the town claim inorder to remove it or be in a party with party permissions to surpass it"

"Gate: anyone can enter these and they wont get the debuff, allowing them to fight thought, open or do crime after going thought the gate"
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Re: Rename gates!

Postby animary » Mon Dec 30, 2024 4:50 am

"....these gate can only be entered while you're not in combat"

But that's the issue - if you are attacked you cannot do the logical thing and run for the safety of your home. You must stay outside and fight. The game considers you to be "in combat" the second another player or an animal attacks you, and removes your option of "fight or flight". So the attackers rule the game.
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Re: Rename gates!

Postby Avu » Thu Jan 02, 2025 8:47 pm

animary wrote:"lmao you're gonna fucking die"

Probably. But I would be dead anyway, I'm not a fighter (attacking a third ant swarm may KO me, lol).

With an airlock I would run through a normal gate and into the cabin, if i pause to close the gate behind me whoever/whatever is chasing me may catch up and enter, so just run straight to the cabin and hope for the best. So why have the normal gate.


The pali is so they don't bash your house before you get to hide in it.
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Re: Rename gates!

Postby HingleMcCringle17 » Fri Jan 03, 2025 5:13 am

animary wrote:I don't even bother with airlocks anymore. Just a couple of cabins outside the pali but on the claim, with locked doors. At first sign of trouble run into a cabin and hearth into my compound while they pick the lock ...if they bother.



I think the danger here is can they bash the house before aggro drops so you can hearth away?
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Re: Rename gates!

Postby Kaios » Fri Jan 03, 2025 3:51 pm

HingleMcCringle17 wrote:
animary wrote:I don't even bother with airlocks anymore. Just a couple of cabins outside the pali but on the claim, with locked doors. At first sign of trouble run into a cabin and hearth into my compound while they pick the lock ...if they bother.

I think the danger here is can they bash the house before aggro drops so you can hearth away?


Depends on their strength and if they are using a tool/weapon that increases destruction damage.

DonVelD wrote:


Based on this one there is plenty of time, but that may not always be the case. I've heard about players being able to break cabins in a matter of seconds given enough strength, and it would have to be done in under 30-60 seconds or so to get them before aggro drops, but I have never actually seen that myself if it's true. I assume it would take at least a few players with relatively high strength to break it that fast.
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Re: Rename gates!

Postby Archiplex » Fri Jan 03, 2025 6:00 pm

hmmm can't stone towers just be used as safepalis anywhere? their soak value is the same as palisades according to wiki but im not too sure if that's true

watermills are also obviously another choice with a limitation on where they can be placed, but tbh throwing them around randomly near your base doesn't seem an awful idea, just set up a couple spots you can run towards so you can always divert.
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Re: Rename gates!

Postby Kaios » Fri Jan 03, 2025 6:56 pm

Yeah I suppose you could use a Stone Tower with high quality metal/steel lock outside of a palisade provided one can afford the material cost but buildings all have to build up their soak values making it easier to destroy for awhile. However in world 14 stone tower materials were changed to include glass panes in the recipe and any metal or hard metal, forgot which it used to be, changed to steel bars. I've not made any glass panes this world and I think the stone tower still requires those so I can't say for certain if steel is also still necessary. Plus just having high soak doesn't guarantee that they won't be broken by someone at some point if they are outside of walls, unlike a palisade which you can't hand bash regardless of strength when it has full soak.

Apparently the water mills have 12 soak, but that's according to its wiki page as well. Better than a cabin but not much better than a stonestead, and the same as a mansion.

I'm unable to find any patch notes referencing the change to material costs for stone tower and some of the other buildings, let alone anything that might reference if it was reverted. It doesn't seem like they mentioned that in any update thread but I did find this unofficial list of changes which mentions stone tower (thanks Vesena): https://www.havenandhearth.com/forum/viewtopic.php?f=42&t=72867
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