A Test For Jorb

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Re: A Test For Jorb

Postby jwhitehorn » Tue Jan 15, 2013 6:19 am

Jalpha wrote:Why don't you show me, and I can decide from there?

If these "lands" of yours are so heavily defended, you have nothing to fear from the unaligned rabble on Plymouth. Or even the Russians, should they come before new defence mechanics, which I doubt.


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Re: A Test For Jorb

Postby Jalpha » Tue Jan 15, 2013 7:21 am

That's all I needed to know.
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Re: A Test For Jorb

Postby robert » Tue Jan 15, 2013 8:26 am

id love to see this happen. not just to prove or disprove defenses are/are not broken but to see some sort of general idea on base defense layouts.

assuming they just spawn items in for them selves a newer player would have a decent chance to get some idea what kinda work they will need to carry out on their own hermit/town claims to make them at least semi defend-able. as right now there is no actual idea on what you should invest towards heavily other then spam stone walls and blazers which really doesnt give anyone just joining any sort of indication what sort of "spam" might mean.. (it could mean spam 10 walls or 10000 or 10 blazers or 10000000 ect)
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Re: A Test For Jorb

Postby Jalpha » Tue Jan 15, 2013 8:32 am

Defences are just too easy to get through. To defend you need enough active players in all timezones to repair walls and block people in/out with the corpses of alts. The problem with the current system is you have no idea when an attack will come. At least in haven you were supposed to leave a ram drying outside.

Offence has the advantage as things currently stand, the tribe feel everyone is stupid enough to believe them when they say it's not. I guess we will never know, because they are determined to ensure no-one has the chance to test their defences, which I suspect are non-existant, or as easily broken through as everyone elses.
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Re: A Test For Jorb

Postby jwhitehorn » Tue Jan 15, 2013 8:37 am

Jalpha wrote:Defences are just too easy to get through. To defend you need enough active players in all timezones to repair walls and block people in/out with the corpses of alts. The problem with the current system is you have no idea when an attack will come. At least in haven you were supposed to leave a ram drying outside.

Offence has the advantage as things currently stand, the tribe feel everyone is stupid enough to believe them when they say it's not. I guess we will never know, because they are determined to ensure no-one has the chance to test their defences, which I suspect are non-existant, or as easily broken through as everyone elses.


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Re: A Test For Jorb

Postby robert » Tue Jan 15, 2013 8:38 am

thats all the more reason the devs should do a test like this. to find out for sure how to improve the current mechanics without relying on the haven ram. which while it would bring more group play mechanics to the game.. really doesnt suit the "period" of salem.
and honestly i dont see it as fixing any imbalances in the system. as much like haven everything here is busted with bare hands (unless you also wish for the str/pickax to come back in to play for wall bashing too)

id much rather see the current system improved to balance out the raider bashing and the town defense :/ as not everyone can beonline 24/7 and i dont see a hermit of 1-3 people stopping anyone from breaking inside in a short period of time currently
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Re: A Test For Jorb

Postby darnokpl » Tue Jan 15, 2013 8:38 am

Jalpha wrote:Defences are just too easy to get through...


Wed Nov 14, 2012 8:09 pm
This thread only shows what I was talking from few months...
walls and braziers are to fragile right now and you can protect criminals in HV with massive amount of braziers, but you can't protect your town, citizens and farms!

viewtopic.php?f=6&t=1954&p=22080&hilit=*too+fragile*#p22080

Sat Sep 29, 2012 10:48 am
Braziers are too fragile atm, same with walls.

viewtopic.php?f=5&t=1225&p=13243&hilit=*too+fragile*#p13243

I hope Devs will need less time to get it than most of you :(
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Re: A Test For Jorb

Postby JeffGV » Tue Jan 15, 2013 9:33 am

Actually, it was already obvious since their introduction for everyone who ever played H&H, since they work the same. Static defenses in a ever-growing world can and will become useless after some time.
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Re: A Test For Jorb

Postby robert » Tue Jan 15, 2013 10:54 am

JeffGV wrote:Actually, it was already obvious since their introduction for everyone who ever played H&H, since they work the same. Static defenses in a ever-growing world can and will become useless after some time.

problem is plank walls only recently came out and are already proved worthless and not worth the time to make. going by the current hub-bub about walls.. stone walls are by far the easiest to make and work marginally well en-mass where as plank are a pain in the backside to make and pretty much provide about the same protection as 2-3 stonewalls would have roughly..

so in that regards.. they need to re-evaluate and possibly upgrade the current walls before they add any new ones. or we wind up with hnh pally walls that without at least a double-quad setup are near pointless.
i dont mind walls becoming weaker as the game grows so long as there are better walls to replace them. stone replace rail and plank replace stone... yet as it stands you either build a billion rail fences and walk away as people wipe them out. or a billion stone for the same effect. as plank take far to long to build with little to no gain from the effort. so that seems to be fairly imbalanced in my book.
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Re: A Test For Jorb

Postby Procne » Tue Jan 15, 2013 11:21 am

a little offtopic - what is the soak value of plank fence, how much phlegm do you need to start breaking it and how much hit points does it have?
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