Psychopath debuff pvp

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

Re: Psychopath debuff pvp

Postby Nightdawg » Wed Jul 08, 2026 10:29 pm

Robben_DuMarsch wrote:Vatas, what do you have to say about Casuals, the second biggest village of veterans in 16.1, being sieged successfully this world?


Yeah Vatas, what are your thoughts on the event you didn't attend, regarding two groups you don't interact with (the ones who sieged, and the defenders)?
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

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Re: Psychopath debuff pvp

Postby SnuggleSnail » Wed Jul 08, 2026 10:33 pm

1) casuals is a shitter group that doesn't have a single fighter, it's just that some worlds they merge with groups that do (they didn't this world)
2) casuals did not try to fight once during the siege (they prolly didn't even have rage)
3) casuals did not try to play siege chess, they just gave up and let it happen

There has not been a single siege with this system. There have been a few cases of people giving up and letting it happen, but nobody has ever used this siege system to successfully attack somebody who's trying to use the siege system to defend

jorb also removed death because some polaks killed him in a cave one time. That man rly has no business trying to make a gaem of this genre. He should rly just give up a make a PVE server at this point
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Re: Psychopath debuff pvp

Postby Robben_DuMarsch » Thu Jul 09, 2026 3:00 am

Snail, at this point, I think your definition of fighter is limited to whoever's dick you're sucking on at any given time.

Regardless of the veracity of your point, which I dispute, it's beyond cavil that the siege system was extremely effective at forcing fights this world.
Many villages *would* have been sieged if it wasn't for the intervention of the clearly superior, much cooler, and dare I say much better endowed, alliance.
I am of course speaking without any bias.

That said, I am not completely opposed to changes to siege. I tend to agree with the point you just made in the other thread, that everyone sitting behind walls risking nothing is bad for the game.
But the people exposed to that risk should be the ones playing most competitively - I don't know how making farmville players wake up with their walls bashed in and their q24 bars of tin being stolen is going to help the game be any more alive.

Probably we need to find some way to get the top factions/players fighting over something that keeps them on the front of the quality curve, but not so far ahead that their lead endlessly snowballs... but far enough ahead that they can set the market price for top quality goods at will. That'll incentivize all sorts of autism.

Also I think competent fighters should be at greater risk of being caught and taken out. I don't care how that's achieved, but the game is too stacked in favor of escapes for chasing to feel worth the effort.
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