24 hour siege again

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

Re: 24 hour siege again

Postby Halbertz » Thu Jul 13, 2023 10:20 pm

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 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.

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Re: 24 hour siege again

Postby SnuggleSnail » Thu Jul 13, 2023 10:24 pm

If you expect somebody to read your 40 paragraphs of bullshit don't use 15000 superfluous adjectives and hedge every sentence. You don't seem smart, you just look like you're trying to. Retard.
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Re: 24 hour siege again

Postby DonVelD » Thu Jul 13, 2023 10:34 pm

Robben_DuMarsch wrote:words on a screen, literal slop

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Re: 24 hour siege again

Postby mulamishne » Thu Jul 13, 2023 10:41 pm

I sleep safely at night knowing that whatever drivel you just spent an hour writing will never be read by the Devs because they can't read more than one line.
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Re: 24 hour siege again

Postby Clemins » Thu Jul 13, 2023 10:42 pm



For real tho,

(PVP only) stat caps, new warflag style siege system I'm not going to elaborate on, or old 24hr system.
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Re: 24 hour siege again

Postby telum12 » Thu Jul 13, 2023 10:58 pm

Nobody was spending 24h babysitting a ram to raid some noob village. 90% of the random village raids were extension raids which have been removed from the game, people not noticing there was a ram/wball outside their gates, or other flawed village designs. 5x-ing the timer did nothing productive, but killed off a big part of what makes this game interesting.
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Re: 24 hour siege again

Postby r0ck4ev3r » Fri Jul 14, 2023 12:23 am

Here is my two bits on a siege fix:

Tie siege into provenance attack windows; Harder to do when said window is closed. (more a kin to current mechanics if you are attacking off window.)

Give realms and siege a linked mechanic- Siege Banners, you can only have one active at a time (and some repeat build cool-down maybe 2 däys.) Siege banners would drastically reduces defense-time of objects in the radius. Could reduce soak of siege machines too (Requires something like: 1 golden cloth, 2 brimstone, 5steel, 5rope, 10 pit-clay, 50stones) we already have the old realm expansion flag object. pop that back in.

So best attack window would be during a Provence window and realm drops Siege Banner. ("Guarded Marches" would also reduce Siege banner duration by some %)
  • Buffs for spruces to ram/ball dead bases as they were before.(faster in window)
  • Known attack window/defense windows tied to prov timers.
  • Still allows for off timed attacks with Siege banners, faster then current timer. (but not optimal outside windows)
Last edited by r0ck4ev3r on Fri Jul 14, 2023 3:34 am, edited 1 time in total.
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Re: 24 hour siege again

Postby Luno » Fri Jul 14, 2023 12:46 am

Imagine if there was something (pvp stat/skill cap) that could equalize both sieging and pvp combat (pvp stat/skill cap) while also making the game not feel like a real job (pvp stat/skill cap) for those who don't want it to be like a real job (pvp stat/skill cap) and want instead to play casually without having to worry (pvp stat/skill cap) that they will fall behind and live the rest of the world (pvp stat/skill cap) in fear of meeting a nolifer that has been playing since day 1.

NO WAY?! It would also make gear more (pvp stat/skill cap) valuable and therefore increase the stakes of pvp (pvp stat/skill cap) independently of permadeath (pvp stat/skill cap) mechanics or not because w/e advantage someone has in gear (pvp stat/skill cap) can be lost and given to your local enemies??!?!?! (pvp stat/skill cap)

Then depending on how you put a cap on con, it would also (pvp stat/skill cap) make so that con gildings are not a bad idea?!?!?! No way!!!!!!
I wonder what else it fixes?! Maybe it (pvp stat/skill cap) will fix whatever bad feelings players have against minmaxing for at least the portion of the world (pvp stat/skill cap) that they have reached said cap?

No way it can (pvp stat/skill cap) be that simple, right? There must be something wrong with this idea! (pvp stat/skill cap)
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Re: 24 hour siege again

Postby SnuggleSnail » Fri Jul 14, 2023 1:18 am

imagine we could had a fair fight (pvp stat/skill cap) but I brought seventeen friends (pvp stat/skill cap) with better gear when gear scales x100 better than stats (pvp stat/skill cap).

Reducing tedium is good, but it's naive to pretend stat caps will result in fair fights, and it's retarded to say making gear more influential will reduce power disparities.
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Re: 24 hour siege again

Postby Luno » Fri Jul 14, 2023 1:21 am

SnuggleSnail wrote:imagine we could had a fair fight (pvp stat/skill cap) but I brought seventeen friends (pvp stat/skill cap) with better gear when gear scales x100 better than stats (pvp stat/skill cap).

Reducing tedium is good, but it's naive to pretend stat caps will result in fair fights, and it's retarded to say making gear more influential will reduce power disparities.


They might not necessarily result (pvp stat/skill cap) in fair fights but i feel like they will result in fair fights more often. Specially since (pvp stat/skill cap) you can't feed the locals that are willing to fight for you forever, but you can give them some of your (pvp stat/skill cap) gear thus increasing the number of people that are willing to fight.
Numbers would matter more, and gear already matters anyways i dont see how having no cap on (pvp stat/skill cap) stat/skill helps against that in any way(not that you suggested that it does).
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