One thought we've had is that it'd be nice if there were symmetry between attacker and defender in that: If you go on the offense, your production line is left vulnerable. However, this ambition is easily foiled by the creation of specific war villages, or the like, by which the symmetrical risk the attacker takes through attacking is partitioned away to a meaningless alt village without meaningful production lines.
The perhaps best realization we've had of this thought is that of a "Raid Moon". I.e. a server global time window -- eight hours once each week, say -- during which the game takes on more the character of a free for all; raiding is significantly easier. Under such conditions it is by definition true that the state of being able to attack someone is intrinsically linked to the state of being oneself possible to attack in return.
Under a "Raid Moon" system, however, it seems likely that PvP simply becomes a question of who can leverage more combat ready characters. Is this desirable?
Please discuss.
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jorb
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Re: Game Development: The Danger Zone
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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jorb
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Re: Game Development: The Danger Zone
One seemingly nice thing about the present ram system is that it doesn't seem to lend itself particularly well to resource spam. If you build a ram, someone -- apparently -- needs to manually watch it for 24 hours, and -- apparently -- this is enough of a chore to be a meaningful deterrent to crime and warfare. Spamming more rams doesn't help the situation, and that seems like a largely good thing.
Is there any formulation or change to the ram's mechanics that would be good, or better than what presently exists?
Say: 24 hour drying time, 12 hour window of destruction? 24/18? 48/12?
Is there any formulation or change to the ram's mechanics that would be good, or better than what presently exists?
Say: 24 hour drying time, 12 hour window of destruction? 24/18? 48/12?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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LadyV
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Re: Game Development: The Danger Zone
No I think it only delves more into a dangerous area. If thats your honest proposal then stick with legacy siege. At least it would be more fair.
I'd still say siege should be abstract rather than direct, short of the breech part.
I'd still say siege should be abstract rather than direct, short of the breech part.
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loftar
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Re: Game Development: The Danger Zone
Please don't look at these things as proposals that just need your vote for or against, but rather as thought experiments, to be played around with and explored to perhaps find positive or negative aspects that can be developed upon.LadyV wrote:No I think it only delves more into a dangerous area. If thats your honest proposal then stick with legacy siege.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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infectedking
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Re: Game Development: The Danger Zone
Here's a thought for an experiment, what if we actually had a voting system to what should be prioritized for updates.loftar wrote:Please don't look at these things as proposals that just need your vote for or against, but rather as thought experiments, to be played around with and explored to perhaps find positive or negative aspects that can be developed upon.LadyV wrote:No I think it only delves more into a dangerous area. If thats your honest proposal then stick with legacy siege.
Any Questions about the game or anything, hit me up on skype: deadlytroll1 Or you can find me in the hedgehug realm chat on discord.dafels wrote:I like to be under Frosty's command.
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LadyV
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Re: Game Development: The Danger Zone
loftar wrote:Please don't look at these things as proposals that just need your vote for or against, but rather as thought experiments, to be played around with and explored to perhaps find positive or negative aspects that can be developed upon.LadyV wrote:No I think it only delves more into a dangerous area. If thats your honest proposal then stick with legacy siege.
Jorb asked and I answered. No was my answer.jorb wrote: Under a "Raid Moon" system, however, it seems likely that PvP simply becomes a question of who can leverage more combat ready characters. Is this desirable?
Please discuss.
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jorb
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Re: Game Development: The Danger Zone
"Hey, jorb, why don't you engage the forums more? You know, ask for input, and a few good ideas?"infectedking wrote:Here's a thought for an experiment, what if we actually had a voting system to what should be prioritized for updates.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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loftar
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Re: Game Development: The Danger Zone
I think it is fair to say that it was a rhetorical question to invite discussion around, rather than a concrete "yes/no" question.LadyV wrote:Jorb asked and I answered. No was my answer.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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infectedking
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Re: Game Development: The Danger Zone
viewtopic.php?f=47&t=44454&start=10#p603024 nuff saidjorb wrote:"Hey, jorb, why don't you engage the forums more? You know, ask for input, and a few good ideas?"infectedking wrote:Here's a thought for an experiment, what if we actually had a voting system to what should be prioritized for updates.
Any Questions about the game or anything, hit me up on skype: deadlytroll1 Or you can find me in the hedgehug realm chat on discord.dafels wrote:I like to be under Frosty's command.
W7: Hermit
W8: Peaceful Farmer of F&I
W9: Peaceful Farmer of F&I
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Astarisk
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Re: Game Development: The Danger Zone
I've done far more time consuming things for a raid, such as building a 10+ hour road to zox's this world. Generally the effort involved is equal to how good the loot is, and the chance it'll succeed. Most cases in legacy hafen, anything worth that amount of effort had every counter measure to almost guarantee it'll fail. i.e: it's on an island, they have counter rams, patrol bots are used etc.loftar wrote:Perhaps, but even if it is the time and effort involved in transporting the bricks rather than the bricks themselves, that still means that there exist resources that make you care.Astarisk wrote:I wouldn't say that it was ridiculously expensive in legacy, especially since we all had bots to just make bricks and wrought, it was just more of a logistics nightmare.
This is all just my preferences and opinion though, but if I thought it'd work and the target and goals were worthwhile, I'd have surrounded a ram with brickwall cornerposts.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
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Join the (HedgeHugs) Haven & Hearth Discord if you need help.
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