24 hour siege again

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

Re: 24 hour siege again

Postby Clemins » Sun Jul 30, 2023 2:33 am

MooCow wrote: Having to babysit a ram for 72 hours is difficult.


That's one way of putting it, but i mean

Image
User avatar
Clemins
 
Posts: 432
Joined: Sun Jul 14, 2013 5:33 am
Location: Omicron Persei VIII

Re: 24 hour siege again

Postby vatas » Sun Jul 30, 2023 5:55 am

MooCow wrote:
Clemins wrote:time =/= difficulty

This is not true. Having to babysit a ram for 72 hours is difficult. Having attackers spend a bunch of time banging rocks together is good, and not just because it's difficult, but it is also universally agreed upon to be an unpleasant activity. The fun in sieging should come from winning, not from itself being a delightful experience.

By that logic, nothing was wrong with pre-nerf Pandemonium Warden.
Image
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.)
User avatar
vatas
 
Posts: 4891
Joined: Fri Apr 05, 2013 8:34 am
Location: Suomi Finland Perkele

Re: 24 hour siege again

Postby jordancoles » Sun Jul 30, 2023 7:27 am

bmjclark wrote:
loftar wrote:Make destroyed siege engines leave some sort of wreck that can be rebuilt to keep their previous charge level. The wreck would either just keep its charge status and go away after a fixed time, or continuously lose charge status (by some linear or non-linear function of time) and go away when it has none left. Haven't decided on the details, but I'm sure you get the general idea.


I really don't want to destroy a ram at my wall and then have to camp the wreckage for the next few hours to make sure it's actually gone. Nor do I really want to succeed in destroying an attacking ram just to have the attacking group instantly pop a new one back up with the same siege charge. This sounds just miserable to deal with
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
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: 24 hour siege again

Postby MooCow » Sun Jul 30, 2023 8:40 am

Clemins wrote:
MooCow wrote: Having to babysit a ram for 72 hours is difficult.


That's one way of putting it, but i mean

Image


This one made me laugh. Thank you! This is why I would prefer the siege to be carried out in small intervals over multiple days. 24 hours is just too fast for filthy casuals like me, but I also get that it's a lot.

In all fairness though, even with 24 hour siege, a single person isn't supposed to simply not sleep.

vatas wrote:By that logic, nothing was wrong with pre-nerf Pandemonium Warden

You will have to forgive me for my lack of culture here, but is there specific utility in having fights in this game be unpleasant? Also, I love that they didn't even make it to 24 hours.



Giving the ability to tune how long it takes to perform sieges to realm leaders would be a very interesting just from an experimental side.
MooCow
 
Posts: 277
Joined: Tue Sep 17, 2013 7:35 pm

Re: 24 hour siege again

Postby SnuggleSnail » Tue Aug 01, 2023 4:36 am

Image
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 3010
Joined: Sat Oct 12, 2013 4:04 pm

Re: 24 hour siege again

Postby OIchi » Tue Aug 01, 2023 10:01 am

It seems to me like everyone here agrees on at least two thing.

Siege system is too complicated and poorly explained.
Siege boosting or whatever it's called (numen thing) should be removed.

There is a need to somehow include both PvP and non PvP players in the solution.
What I was thinking about is to differentiate between both groups somehow.

My idea here would be to let the claim naturally charge to 400%, but link it to the crimes, so leaving scents would temporarily reduce the charge.
This way hermits that do not engage in pvp, would still enjoy 5days protection and pvp players could resolve their conflicts.

The difficult thing here would be to determine how to link players to claims. Maybe make criminals unable to move their hearth fire and link it by it.
I know it would make players create additional villages for criminal characters, but you would at least be able to get to their characters there.
OIchi
 
Posts: 67
Joined: Wed Sep 23, 2015 11:06 pm

Re: 24 hour siege again

Postby SnuggleSnail » Tue Aug 01, 2023 10:06 am

> things are too complicated
> to reduce how complicated things are there should be additional claim types :geek:
> wait why is everybody making vaults again
> wait why are people getting baited into redhanding even more
> wait why are casuals getting fucked for stealing like 3 apples or something
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 3010
Joined: Sat Oct 12, 2013 4:04 pm

Re: 24 hour siege again

Postby OIchi » Tue Aug 01, 2023 11:17 am

SnuggleSnail wrote:> things are too complicated
> to reduce how complicated things are there should be additional claim types :geek:
> wait why is everybody making vaults again
> wait why are people getting baited into redhanding even more
> wait why are casuals getting fucked for stealing like 3 apples or something


> to reduce how complicated things are there should be additional claim types :geek:
What do you mean by claim types?
> wait why is everybody making vaults again
does it even matter? ppl are going to go an extra mile to avoid any other system anyways. Make them pvp players do some more work.
> wait why are people getting baited into redhanding even more
get good and don't get baited.
> wait why are casuals getting fucked for stealing like 3 apples or something
I do see it as improvement, getting fucked over 3 apples is still better than getting fucked over nothing, also "reduce the charge" does not mean remove it completely.
To make it more tangible let's assign some example numbers: -2% charge per theft, -4% charge for vandalism, -6% for battery and -15% for murder. so until you go on a rampage you won't have to worry that much.
OIchi
 
Posts: 67
Joined: Wed Sep 23, 2015 11:06 pm

Re: 24 hour siege again

Postby SnuggleSnail » Tue Aug 01, 2023 11:24 am

I can tell you're a nematode by the way you type
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 3010
Joined: Sat Oct 12, 2013 4:04 pm

Re: 24 hour siege again

Postby OIchi » Tue Aug 01, 2023 11:28 am

SnuggleSnail wrote:I can tell you're a nematode by the way you type

I'm sorry but I don't get what nematode is.
OIchi
 
Posts: 67
Joined: Wed Sep 23, 2015 11:06 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], deMangler and 38 guests