24 hour siege again

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

Re: 24 hour siege again

Postby Zampfeo » Thu Aug 03, 2023 2:09 pm

loftar wrote:I may have given that impression in my previous post, but the intention was never to "remove siege". What I meant to say, rather, was that siege just seemed too unbalanced to the attackers' side last world, so we intended to make it harder, and then perhaps balance it back to the other side when necessary, and never really got around to doing the latter, partly because, yes, we do tend to be a bit apprehensive to do siege changes unless strictly necessary, simply because they are always controversial, whichever side they're meant to favor.


Balancing the power between attackers and defenders is futile. There will always be an attacker that's virtually infinitely stronger than a defender in terms of stats, game knowledge, and time available. By making it more difficult to attack this world, you've merely denied siege from players that have IRL commitments and made it only accessible to the players that can devote 48+ hours to siege. By making it more difficult for attackers, you've actually made the balance worse for would-be defenders because they can't counter siege.

It's a given that there will always be weaker players/villages vulnerable to siege. You should be focusing on making the actual act more enjoyable for all players.

For weak defenders, that means giving them time to call in help, but not necessarily at the expense of the attacker. There's no shortage of players looking for any reason to fight even on a stranger's behalf. Maybe even reconfigure the soak of certain industry objects such that the destruction of a wall doesn't necessarily mean the destruction of literally every object protected by said wall. Maybe kilns and such require a wrecking ball to destroy and building a wrecking ball on someone else's claim costs additional resources, idk/idc.

For attackers - both weak and strong, that means not making siege an act of seeing who can poop-sock longer. Let Snail declare siege on a claim (at the cost of Brimstone or numen, idc, just not time), come back a day later, and PVP in his PVP game.
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Re: 24 hour siege again

Postby steelman » Thu Aug 03, 2023 2:52 pm

loftar wrote:the ram was destroyed while you looked away for five minutes.

jorb wrote:Catapults & Battering Rams now take about four hours to destroy by hand.
https://www.havenandhearth.com/forum/viewtopic.php?f=39&t=65812

Archery towers need a one hour charge to attack other siege machines. They can never attack other archery towers.
Catapults and Battering Rams can attack Archery Towers, Catapults and Battering Rams after two hour's charge
https://www.havenandhearth.com/forum/viewtopic.php?f=39&t=65123

Let's talk about a time before power level boost.
You may have been hoping that in the Siege Chess update, when the attacker build a battering ram, the defender would block the ram with archery towers or catapults, and the attacker would destroy the archery towers with catapults, but that's not really how it works.

Naturally, the attacker will build the siege engines at an appropriate distance from the village's wall so that the defender can't destroy them from within the wall (and then run a bot that detects defence-side activity and alerts them), and there are three ways for the defender to destroy it: by hitting it directly for four hours(RL) per siege engine, by building archery towers and protecting them for at least an hour (longer if there are fewer archery towers or they get hit and repaired) until the archery towers destroy the siege engines, or just by using catapults.
However, if the attacker has aleady built own catapults, the defender can't use catapults because the attacker's will become attackable first and it will break the defender's (Of course, every catapults can move, so the defender can bring it from out of range, but if the attacker's has the same or greater attack range, they can intercept it. If the defender's catapult has a longer range, the attacker can also move the targeted siege engines to attack or evacuate it).

This leaves the defender with the choice of either hitting the battering ram for 4 hours or building and defending the archery towers for at least 1 hour, but if the archery towers are built late, the attacker's catapults will be able to attack the archery towers.
jorb wrote:Catapults and Battering Rams can attack Archery Towers, Catapults and Battering Rams after two hour's charge
https://www.havenandhearth.com/forum/viewtopic.php?f=39&t=65123

When the defender fails to build archery towers within 30 minutes, the defender must then have enough fighters to drive them out for the full four hours, and if they fail to stop the attacker's characters from running to the battering ram and repairing it, they have to restart the timer.

If the defender manages to destroy one of the rams, it's not over: they must repeat the process until all of the siege engines are destroyed. And you know that in the late game, you can build dozens of rams and catapults by yourself if you really want to. And even if the defender destroys all of them, they will get another ram notification within an hour.
This is what happened from World 11 to World 13.

The point is that the defender has to be stronger than their opponent to destroy the rams, and it takes time.
Similarly, the attacker has to be stronger than the defender and spend a lot of time to win a siege, but if the attacker loses, they only lose time and effort, but if the defender loses, they also lose the village.
And even worse than that, in my opinion, is that the attacker can annoy their opponent and waste their time just by building a few siege engines, which will set off an annoying alarm from the moment they're built until they're destroyed, and then they have to go through a cumbersome process to remove them, and there's virtually no limit to how many they can build.

If sieges are to be reworked, there must be a way to prevent unlimited siege engine(ram, catapult) spam and eternal sieges that restart as soon as the siege ends.
For a simple solution, just make siege engines as easy for the defender to destroy directly within a few hours as any other structure, or make the charge time (the time it takes to be able to attack other siege weapons) of siege engines installed by the attacker several hours longer than the defender's siege engines.
Why should rams and catapults be able to dry up instantly, while claims and walls (and houses, wagon stations and strongboxes) need time to harden before they become difficult to break?

The attacker can set up siege engines without risk, run the alert bot, leave his character in a safe place, and sleep, and then when he get a alert that his opponent has set up a siege engine, he have an hour or two to gather fighters and set off. In the meantime, however, the defender should still be on site, as they never know when they'll come. Have the attacker set up a siege engine as well, and defend it for a few hours. This is a simple way to stop unlimited ram spam.
Alternatively, make it easy to directly destroy siege engines that are on repair cooldown. The reason for making them harder to destroy directly is so that the owner don't have to stick around to guard them, so if the siege engine is repaired recently (due to damage caused by being attacked, moved, firing), the owner can try to protect it.
Last edited by steelman on Thu Aug 03, 2023 3:58 pm, edited 4 times in total.
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Re: 24 hour siege again

Postby SnuggleSnail » Thu Aug 03, 2023 3:12 pm

If killing a naked, afk/uncontrolled, 10 stat scout bot is an unreasonable ask for you then you will never defend yourself under any siege system. Kinda agree 4h to A>Y a ram is retarded tho
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Re: 24 hour siege again

Postby steelman » Thu Aug 03, 2023 3:33 pm

SnuggleSnail wrote:If killing a naked, afk/uncontrolled, 10 stat scout bot is an unreasonable ask for you then you will never defend yourself under any siege system.

But that bot logs in and checks in every hour, right? Even if I kill it, it's already alerted, and it's replaced by the next alt.

SnuggleSnail wrote:Kinda agree 4h to A>Y a ram is retarded tho

Seriously, four hours to destroy is ridiculous. They're just trying to force us to play Siege Chess.
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Re: 24 hour siege again

Postby Granny » Mon Aug 07, 2023 9:41 am

loftar wrote:I'll just post this reminder that the reason we changed siege going into this world was because last world every other noob was being sieged, while there was very little to no interesting PvP between equal players. At least that's the way it seemed to me. Not saying that was correct, but please elaborate on your thoughts on this point.


This.

There should always be a real time commitment for any raider, equivalent to the time needed to build the base he is trying to raid.

I like how the game has evolved so that the consequence of griefing has been lessened. I also like that one can be rather safe as long as you plan for it. We are a long way from the time of handbashing palisades. It is a good thing.
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Re: 24 hour siege again

Postby Fostik » Mon Aug 07, 2023 10:55 am

Granny wrote:commitment for any raider, equivalent to the time needed to build the base he is trying to raid.


For me it is the main point, comparing to legacy or early hafen nowadays base development require more efforts each world (just take a look on anvil and clay changes last few worlds), it'll be dead game if you can lose 4 month time effort by not logging for 1 day.
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Re: 24 hour siege again

Postby noindyfikator » Mon Aug 07, 2023 11:13 am

Fostik wrote:
Granny wrote:commitment for any raider, equivalent to the time needed to build the base he is trying to raid.

it'll be dead game


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Re: 24 hour siege again

Postby SnuggleSnail » Mon Aug 07, 2023 12:38 pm

Granny wrote:There should always be a real time commitment for any raider, equivalent to the time needed to build the base he is trying to raid.


This would make siege too OP. I could remake 99% of the shitboxes I see in WAYYYY less than 24 hours.
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Re: 24 hour siege again

Postby Potjeh » Tue Aug 08, 2023 8:03 am

The big problem with siege is that the defender is all in and the attacker gets to play without putting any chips in the pot. Even if the defender manages pulls off a successful sally and beats actual fighter characters, the attackers won't lose much more than a a couple of gear sets that they can easily replace. Make the attacker invest some valuable resource into the siege, so in case of failure the defender comes out with a tangible profit. Kind of like how in Rust you get to take some of the raiders' rockets if you manage to beat them. This would also encourage third parties to intervene, so there'd be a chance of proper PvP even if somebody is trying to siege a hermit. Maybe add siege alerts in realm chat for *any* claim that gets sieged within that realm so people looking for PvP can actually find it.
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Re: 24 hour siege again

Postby abt79 » Tue Aug 08, 2023 2:58 pm

Potjeh wrote:The big problem with siege is that the defender is all in and the attacker gets to play without putting any chips in the pot. Even if the defender manages pulls off a successful sally and beats actual fighter characters, the attackers won't lose much more than a a couple of gear sets that they can easily replace. Make the attacker invest some valuable resource into the siege, so in case of failure the defender comes out with a tangible profit. Kind of like how in Rust you get to take some of the raiders' rockets if you manage to beat them. This would also encourage third parties to intervene, so there'd be a chance of proper PvP even if somebody is trying to siege a hermit. Maybe add siege alerts in realm chat for *any* claim that gets sieged within that realm so people looking for PvP can actually find it.

Siegers will hate him but it’s actually pretty true.
At the stage of the game where siege of a walled claim is actually possible it’s silly that the only valuable resource used to siege claims is Brimstone which a) can’t be salvaged from siege machines, b) decays quite quickly anyways and c) is entirely useless outside of siegecraft

Adding the ability to salvage siege machines and making them require some kind of significant materials (steel for cata mechanisms? Gold? metiron?) would go a long way to even the balance between relentless army of alts with nothing to lose vs months of work and resources devoted to base infrastructure, and then we could perhaps lax the forced tedium/difficulty in completing a siege
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