On hearthvaults

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On hearthvaults

Postby GanjaGuardian » Tue Nov 22, 2011 8:24 am

Ok, first off i'm sorry if this has been mentioned before...i did a quick search and nothing came up apart from the other ideas of fixing hearthvaults.
This is a simple idea, it will not completely fix the hearth vault issue, but mainly the issue of re-oathing to another vault while your vault is under attack.

So here is the situation at the moment: Rangers track to a vault, set up a ram, the raider sees the ram and oaths to another vault and hides in there. What if there was a timer between leaving a village and oathing to another? Rangers track to a vault, set up a ram, raider sees the ram and says "Oh shit! I have to actually break the ram or find another way to get out of here".
My suggestion is the time between leaving a village and oathing to a new one should be longer than the time it takes for a ram to dry. Or even the same time. This would also solve the way people port around to world to allied villages.
This would render trade alts somewhat useless, most people may not like this aspect. But I for one would like to see a trade city like Constantinople rebuilt.
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Re: On hearthvaults

Postby bmjclark » Tue Nov 22, 2011 8:25 am

I just think having a ram on ur village claim should lock ur HF.
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Re: On hearthvaults

Postby painhertz » Tue Nov 22, 2011 8:27 am

"the raider sees the ram, waits patiently for the Ranger/Rangers to log off then destroys them ram."


Fixed.
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Re: On hearthvaults

Postby bmjclark » Tue Nov 22, 2011 8:40 am

At least a bubbled ram would stop him from moving and force him to do something (or just afk in a friends village of course :roll: )
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Re: On hearthvaults

Postby sabinati » Tue Nov 22, 2011 2:27 pm

bmjclark wrote:I just think having a ram on ur village claim should lock ur HF.


it needs to be simple, but not as simple as that, because what about defensive rams, or your own construction-purpose rams? i also think a ram should prevent all teleportation from or to the inside, because, hey, you're under seige. but that involves some complicated bullshit code and won't happen for a while.
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Re: On hearthvaults

Postby ImAwesome » Tue Nov 22, 2011 8:20 pm

instead of basing it on the ram, base it on the scents. can't warp or destroy your hf if someone within a certain distance of you has any scents that could be used to summon you. can't build a new hf if someone within that same distance of your current hf has scents that could be used to summon you...

means other people in the village might be able to escape, but atleast you get the guy you're after.
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Re: On hearthvaults

Postby bmjclark » Wed Nov 23, 2011 2:59 am

ImAwesome wrote:instead of basing it on the ram, base it on the scents. can't warp or destroy your hf if someone within a certain distance of you has any scents that could be used to summon you. can't build a new hf if someone within that same distance of your current hf has scents that could be used to summon you...

means other people in the village might be able to escape, but atleast you get the guy you're after.


That would mean that the person with scents would have to camp with the ram. I really don't think you should have to camp a ram for 24 hours just to siege someone. Though, maybe something along the lines of a ram being indestructible for the first 16 or so hours of it drying (timer is shown if you mouse over a ram). That way at least the defenders have to do something to stop u destroying their shit, (camping 8 hours really isn't to much to ask to ram someones town i think). Again though, these are all bandaid fixes, i hope a revamped siege system will solve all these problems.
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Re: On hearthvaults

Postby MagicManICT » Wed Nov 23, 2011 4:04 am

bmjclark wrote: Again though, these are all bandaid fixes, i hope a revamped siege system will solve all these problems.


Exactly. J&L already have some ideas in mind for implementing a better siege mechanic, but we're just going to have to quit holding our breath for it. It's obvious Loftar is spending what time he can spare coding on HnH. It's just a matter of how much time is available.

Until then, how about people just quit posting these band-aid ideas?
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Re: On hearthvaults

Postby Selex » Thu Nov 24, 2011 6:47 pm

ImAwesome wrote:instead of basing it on the ram, base it on the scents. can't warp or destroy your hf if someone within a certain distance of you has any scents that could be used to summon you. can't build a new hf if someone within that same distance of your current hf has scents that could be used to summon you...

means other people in the village might be able to escape, but atleast you get the guy you're after.


If you raided somebody nearby, and left scents, they might have ranging, get your scents, but be too lazy/busy/stupid to track you, if they had your scents forever, you would need to key alt every time just to get in to your vault.

Get the scents away from them? No, would leave even more scents. See the dilemma?
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Re: On hearthvaults

Postby ImAwesome » Thu Nov 24, 2011 9:59 pm

guess you're thinking way more range than I was. I was thinking within 2 grids of the person(normal grids not super, little over half a zoomed out minimap). if there is anyone that close to you and you're not on friendly terms theres going to be a huge war anyway :P
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