24 hour siege again

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

Re: 24 hour siege again

Postby Podli » Fri Jul 21, 2023 4:10 am

Zampfeo wrote:Siege was cancer even when it was 24hr. Let the attacker choose a date and the defender a one hour window where their walls can be bashed. Attacker wouldn't need to poop-sock babysit a siege camp and the defender would have plenty of time to relocate, find help, and/or whine on the forums.

One important thing about sieges is comparison of invested resources and time between attacker and defender.
Attacker invest's in attack much less time, than defender loses if he fails. Because rebuild all lost infrastructure is very cost-wise in terms of time. Funny thing is multiple wall layers - it's a cheat on the defender side because making them cost much less time for defender than breaking :D.
There is two ways of balancing it.
1. Reduce defender loses. I see no way to do that with current mechanics, rebuilding village is a huge time sink. Some way of preserving q-loop infrastructure can help. For kilns - fast, easy and cheap way of making from q50 kiln q48 clay, etc. Fast and cheap way of making spare resources slightly worse than you have already.
2. Increase attacker investments. Working example is current - attacker should babysit some shit for a very long time nonstop. Shitty mechanics, but it's works.

Vulnerability timer attacks can work, but have some potential troubles.
First - i personally don't like defender choosing vulnerability timer. This is because of time zones - i saw in another game conflict between two EU time zone groups, where defender made vulnerability timer in Australian timezone because he had Australian ally. Such metagames is dogshit IMHO. Better way - set fixed vulnerability timer for each province. For villages on the province border - pick claim pole position. No one want's 4am fights.
Attacker should invest many hours, otherwise system will be broken. Like wrecking ball times - try attack everyone around with almost zero cost. Painfull for newbies, and don't generate good fights at all.

Attacker investments can be raised by some ways.

Build attacking infrastructure.
It should be expensive in terms of time - lots of resources, lots of carrying and building - not small amount of expensive, but large amount of common resources.
This can be done at any time, not only when claim is vulnerable.
When attacking infrastructure is finished - it share vulnerability timers with defender. No babysitting.
But there is a problem - what we do with claimed islands?
This should bring some protection to newbie claims. Because best protection for newbie claim is making attack worthless.

Multi staged siege.
Attacker have to do few things to success, and can achieve one thing a day. Instead of many hours investments nonstop like today, split it into multiple days.
Defender by winning one timer can push attacker back one step, or multiple steps, or at siege start. IMHO 1-2 steps back is ok. When attacker or defender won, both go into invulnerability until next vulnerability timer.
* There is possible exploit with fake siege for invulnerability.
When defender lost - he lost. Claim gone, walls can be destroyed by hand, chickens raped, etc. Claim 'soak', investments into defender buffs, brick walls and such shit should increase amount of needed infrastructure for attack, maybe increase amount of attack stages. But there should be no way to force attacker do all this shit again like multiple wall layers.

Anyways, best possible defense - it's ability to raise from ash.
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Re: 24 hour siege again

Postby SnuggleSnail » Fri Jul 21, 2023 6:33 am

"bro we can't build by the mountain the province is a bad time zone for me"
"we settled in geaffssrstan because it's EU central, but all the EU players quit and we're all NA now :("

Discussing specific systems when the developers actively don't want it is a waste, but if you're gonna hard criteria for good siege is:
* Immediately understandable by somebody who's never sieged before
* Explainable in a few sentences
* Not entirely combat focused
* As a stretch goal it'd be cool if larger bases with 200 walls were not x200 the effort to sidge

it's kinda insane to me that everybody always seems to want rly convoluted bullshit when simpler stuff would always work better
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Re: 24 hour siege again

Postby Podli » Fri Jul 21, 2023 10:09 am

SnuggleSnail wrote:"bro we can't build by the mountain the province is a bad time zone for me"
Discussing specific systems when the developers actively don't want it is a waste, but if you're gonna hard criteria for good siege is:
* Immediately understandable by somebody who's never sieged before
* Explainable in a few sentences
* Not entirely combat focused
* As a stretch goal it'd be cool if larger bases with 200 walls were not x200 the effort to sidge

Risk-reward should be reasonable.
When two players go outside walls and fight - bets is equal. But siege is different story. Attacker lose just time/resources for attack if fails. Defender bet is much bigger.
IMHO "balance" with big defender advantage is bad approach. Just because if you already weaker than your opponent, he is just invincible because of it. You can't do any damage to your enemy.
In H&H mechanics is very hard to find balance between "invincible" bases like now and "king of the hill" smashing all what he want few weeks after new world start. And if you cannot make such balance - invincible even trough open gates bases just better. Because of newbies.
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Re: 24 hour siege again

Postby Sevenless » Fri Jul 21, 2023 8:01 pm

Podli wrote:In H&H mechanics is very hard to find balance between "invincible" bases like now and "king of the hill" smashing all what he want few weeks after new world start. And if you cannot make such balance - invincible even trough open gates bases just better. Because of newbies.


Pretty much the conclusion I've come to as well.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

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Re: 24 hour siege again

Postby SnuggleSnail » Fri Jul 21, 2023 8:16 pm

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Re: 24 hour siege again

Postby Nightdawg » Fri Jul 21, 2023 8:36 pm

lmao y'all morons arguing for siege to be a thing

even jorb fails to siege bases with admin commands when they exploit shit and make 324895673987% laurel axes, giving them 24 hours to move everything out rather than instant nuking the retards

just delete siege


HELL, now that I think about it, judging by how many retarded band-aids were added on top of winter just to keep it, you all should demand for siege to be completely removed, just like with winter.
Maybe 50 siege band-aids later it will be good.

This thread is 12 pages of jorb not giving a fuck about your opinions.
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Re: 24 hour siege again

Postby wonder-ass » Sun Jul 23, 2023 7:06 pm

i think siege should be a competition of who can cum farther.
see homo sexuality trending,. do not do that.
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Re: 24 hour siege again

Postby vatas » Tue Jul 25, 2023 7:50 am

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Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: 24 hour siege again

Postby Massa » Tue Jul 25, 2023 10:04 am

it is absolutely crazy that a FOUR post user from TWO THOUSAND ELEVEN (2011, 4 POSTS) has written us YET ANOTHER king james bible about his take

delete 5 day siege
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Re: 24 hour siege again

Postby Massa » Tue Jul 25, 2023 11:50 am

some fucking absolute mad genius wrote:delete 5 day siege
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