Remove safepalis

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

Remove safepalis

Postby SnuggleSnail » Sun Dec 22, 2024 2:37 am

  • The visitor/non-visitor gate system we have rn is kindof complicated with a lot of unintuitive mechanics normal people would consider exploits.
  • The majority of the time when competent players are running into safepalis I think those are the 'fair' fights/ganks that most people don't want to end for free.
  • Safepalis are usually pretty deadly for shitters. I think they make it more likely for them to escape, but much more likely to die.
  • My willig has no had a safepali for like 3 worlds now and it hasn't rly been a problem even tho we're usually on the weaker side of the strong williges.
  • Visitor/non-visitor gates seems to usually not be well understood by new players and is probably responsible for 90% of 'free' raids on nabs.
  • I just don't think they're fun.
  • The system we have now was explicitly put in place to reduce the use of safepalis, but Ngates got added as a workaround? I don't get it.
  • You guys have been looking for ways to make leaving scents more punishable, well 50% of the time I track somebody they waddle into a safepali even tho they're not good enough at running to escape normally.

IMO, there should only be visitor gates in the game.
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Re: Remove safepalis

Postby Reiber » Sun Dec 22, 2024 3:01 am

Classic slugpost. smuggled in by the smuggleslug.

nice try
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Re: Remove safepalis

Postby AriZona » Sun Dec 22, 2024 3:34 am

SnuggleSnail wrote:
  • The visitor/non-visitor gate system we have rn is kindof complicated with a lot of unintuitive mechanics normal people would consider exploits.
  • The majority of the time when competent players are running into safepalis I think those are the 'fair' fights/ganks that most people don't want to end for free.
  • Safepalis are usually pretty deadly for shitters. I think they make it more likely for them to escape, but much more likely to die.
  • My willig has no had a safepali for like 3 worlds now and it hasn't rly been a problem even tho we're usually on the weaker side of the strong williges.
  • Visitor/non-visitor gates seems to usually not be well understood by new players and is probably responsible for 90% of 'free' raids on nabs.
  • I just don't think they're fun.
  • The system we have now was explicitly put in place to reduce the use of safepalis, but Ngates got added as a workaround? I don't get it.
  • You guys have been looking for ways to make leaving scents more punishable, well 50% of the time I track somebody they waddle into a safepali even tho they're not good enough at running to escape normally.

IMO, there should only be visitor gates in the game.


This post means dont drink and type... petty
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Re: Remove safepalis

Postby SnuggleSnail » Sun Dec 22, 2024 4:35 am

Kindof assume a bunch of afraid of PVP bois are gonna spam -1, and I'm too lazy to write the essay full of empirical evidence to prove I'm right but safepalis are actively detrimental to 'safety' for easily >95% of the playerbase.

literal sprucecaps: never escape because of safepalis, get raided because of them semi-frequently

shitters: very rarely get away because of safepali since they get KOed so quickly, often die because the chaser follows them in and now they're trapped for max cleave

bad faction fighter skill level-ish: probably the primary group that benefits from safepalis, but unless from a big village they probably hurt themselves with it more than half for a similar reason to the shitters

good faction fighters: ...You want these people to get downed more if it nerfs them good?

If I spent the next 6 hours going through my screenshots I'd find probably hundreds of examples of kills/raids due to poor Ngate use but I'm 2lzy. Here's a funny one on a WB guy that I'd call "bad faction fighter" skill level from like 2 weeks ago



To reiterate, the people who primarily benefit from safepalis are the top bois, and even tho they make average players feel safer they're typically bad for them.
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Re: Remove safepalis

Postby TheServant » Sun Dec 22, 2024 4:45 am

u contradict urself into your own post, classic i want game to benefit me thread
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Re: Remove safepalis

Postby Vladichka » Sun Dec 22, 2024 4:46 am

I'm not satisfied with ganking spruces at thingwalls so I also want to gank them at home: the post
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Re: Remove safepalis

Postby SnuggleSnail » Sun Dec 22, 2024 4:53 am

TheServant wrote:classic i want game to benefit me thread


You live with No!nek. No!nek (and you TBH) are some of the worst fighters that are arguably good enough to be called fighters. I didn't watch the whole video because every second had me dying of second hand cringe, but in nonek's last bideo it looked to me like after he ganked that random hermit & the bear cape hermit militia ran him off (based btw) he only escaped because he had a safepali.

Not a safepali at his village, an 'offensive sprucecap ganking safepali'. Notice that the sprucecap he ganked was like 1 minimap away from his own safepali, but didn't manage to get to it even tho the person ganking him is wood league.

This is the primary class of people safepalis help. Mid tier fighters getting ganked at their village, and mid tier spruce killers that are industrious/cowardly enough to build safepalis where they gank people.

tl;dr: um, acktually ur the 1 doing a classic "i want game to benefit me"
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Re: Remove safepalis

Postby Milarepa » Sun Dec 22, 2024 4:57 am

But think of the spruces!
But think of the faction bois!
But think of the children!
But think of the planet!

Same shit everyday.
Feeling purely shitpost sock account, might delete later.
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Re: Remove safepalis

Postby TheServant » Sun Dec 22, 2024 5:37 am

SnuggleSnail wrote:You live with No!nek. No!nek (and you TBH) are some of the worst fighters that are arguably good enough to be called fighters. I didn't watch the whole video because every second had me dying of second hand cringe, but in nonek's last bideo it looked to me like after he ganked that random hermit & the bear cape hermit militia ran him off (based btw) he only escaped because he had a safepali.

Not a safepali at his village, an 'offensive sprucecap ganking safepali'. Notice that the sprucecap he ganked was like 1 minimap away from his own safepali, but didn't manage to get to it even tho the person ganking him is wood league.

This is the primary class of people safepalis help. Mid tier fighters getting ganked at their village, and mid tier spruce killers that are industrious/cowardly enough to build safepalis where they gank people.

tl;dr: um, acktually ur the 1 doing a classic "i want game to benefit me"


Just watched the video, whats the problem with it? He clip some video for memory, not to be good or whatever. Entire community of this so called faction bois are huge pussies that possess a giant ego where you cant just go and have some pvp, each ko matter, u cant lose, cant have fun, need to tryhard this and that, a bunch of bs. Only person i see that takes this like it should, a regular game, is MightySheep, the others are just some big ego players with a weird mentality that i failed to understand before.

I always stated that i am not good at pvp nor do i care to be, although when i sparr vs most of the players in other factions i did prety well. About my people, we are 3 and cant do much against zergs so its content denied time. ur entire argument in the thread is disingenuous, and its a breeze to not need some safepali when you have a mega alliance with felix/sheep at your back.

whine 3 years about some feature im sure jorb will do it at some point
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Re: Remove safepalis

Postby Reiber » Sun Dec 22, 2024 6:01 am

the safe pali is what allows the bearcape militia to even make the move and run out,
cause otherwhise, between them noticing, that you have more hhp than the 4 of them combined, and frameperfectly time your watersips. and your goonsquad clicking on your local thingwall, they have 43 seconds before your 8 buddyos teleport to their front door.

and from that point on, you wont have hermit militas anyomore. cause they know if they fall out, they get hounded down by teleporting nitwits, and the chase goes for however long untill they die.

you need a way to end combat in defensive engagements, on your term.


if they where so useless, people wouldnt bother blockating them before looking for fights.
also. i have seen more people escape from you through ngates than you have knocked this world.


and lastly. every mechanic in this game punishes spuces more than it aids them, thats the name of the game.

85% of all built watermills where roadblocks.
2% where not, and where actually used for their intended purpose,
50% of those left a hole in the pali and ended up with the village getting razed.


fuck , spuces run confusedly intoo vgates while in combat, lock themself out of their own claim, or leave holes in their walls, about as often as one of them figures out how you build a palisade.
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