Game Development: Time Enough for Love

Announcements of major changes to Salem.

Re: Game Development: Time Enough for Love

Postby logan » Fri Feb 01, 2013 3:02 am

Dallane wrote:
chief hasn't been able to post his usual ***** after getting shut down so jorb has to up drama to build back up his tear throne


what kills me about this is that the devs acknowledged that they believed the raiding mechanics pre wall brazier buff were lopsided (their words).

people who enjoyed that playstyle accrued vast wealth and power because as the devs say had a lopsided advantage.
regardless of the fact that the lobsided advantage was open to evryone doesn't mitigate the argument.

i don't think nearly enough time was given to see how the brazier buff/wall buff would effect the game, and even if they were overpowered would only have served to mitigate the ill gotten gains of the opposite playstyle.
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Re: Game Development: Time Enough for Love

Postby MagicManICT » Fri Feb 01, 2013 3:05 am

Have you missed the threads about raids on Roanoke?

IMO, the wall HP buff was a bit much, but mostly ineffective to anyone with enough humors. The problem the whole time has been defense has been completely passive. You pretty much had to camp your base 24/7 if you wanted to actively defend it. At this point, I believe a few active defenders can keep most walls repaired faster then they can be torn down, and doing so where they can't really be touched.
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Re: Game Development: Time Enough for Love

Postby logan » Fri Feb 01, 2013 3:15 am

MagicManICT wrote:Have you missed the threads about raids on Roanoke?

IMO, the wall HP buff was a bit much, but mostly ineffective to anyone with enough humors. The problem the whole time has been defense has been completely passive. You pretty much had to camp your base 24/7 if you wanted to actively defend it. At this point, I believe a few active defenders can keep most walls repaired faster then they can be torn down, and doing so where they can't really be touched.


i did miss those, so can't comment.

as to the other part, without experience i tend to agree with you as well that i suspect the hp buff was a bit high), but i stand by the part of my argument that it would have only served to balance out the unbalances pre buff.

i don't share your view that this patch favours defenders. i think that may have been the aim, but as delivered i stand by my assumptions until more persuades me otherwise.
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Re: Game Development: Time Enough for Love

Postby Mushibag » Fri Feb 01, 2013 3:29 am

MagicManICT wrote:IMO, the wall HP buff was a bit much, but mostly ineffective to anyone with enough humors.

I can agree that it was a bit much, but to reduce it so drastically was not necessary. I would say 2.5-3 x hps on walls, and 10-12 max brazier damage would have been a more appropriate action.

MagicManICT wrote:At this point, I believe a few active defenders can keep most walls repaired faster then they can be torn down, and doing so where they can't really be touched.

Quite frankly, you are wrong. The only reason we were able to defend Mushiville was because the wall hps and braziers were buffed. With them back down to ****, the Chief and his fail raid team can easily bash them down faster than we can repair them.

I think the Waste Claim idea is something that should be given more of a chance before people say it's broken. The walls and braziers on the other hand are, once again, broken and near useless.
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Re: Game Development: Time Enough for Love

Postby MagicManICT » Fri Feb 01, 2013 3:44 am

I'm not sure how you mean it doesn't favor defenders.

It doesn't make it impossible to raid. (This will never happen, anyway.) It makes it harder. It gives the defender a warning and a choice. Is it ideal? No. As a poster above me "everybody" hated a similar mechanic that was brought in with EVE's nullsec sovereignty mechanics because it was added on instead of being there to start, but I don't recall anyone complaining about the player owned starbases (POS) having a reinforcement timer on them (or maybe I didn't see them because I wasn't around when POSes were introduced originally).

The simple fact that a wall HP buff made it harder for the tribe to take down an active player showed that they worked. The problem wasn't the HPs on the walls, though, it was the soak and the ability of someone to smash it down without any investment other than easily obtained food.

Mushibag wrote:
MagicManICT wrote:At this point, I believe a few active defenders can keep most walls repaired faster then they can be torn down, and doing so where they can't really be touched.

Quite frankly, you are wrong. The only reason we were able to defend Mushiville was because the wall hps and braziers were buffed. With them back down to ****, the Chief and his fail raid team can easily bash them down faster than we can repair them.

I think the Waste Claim idea is something that should be given more of a chance before people say it's broken. The walls and braziers on the other hand are, once again, broken and near useless.


Maybe I am. I don't think there's been an "even" raid when there's been active aggressors and defenders with equal stats and such where players can easily reach a wall and repair it as it's being destroyed (like back before everyone started stacking so many walls).
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Re: Game Development: Time Enough for Love

Postby tweenprinc3ss » Fri Feb 01, 2013 4:02 am

This update is fine for raiders. It promotes more man to man combat. For thieves, it destroys the game. Wih 18 hours of forknowledge there will never be much worth taking unless the place is abandoned...Plus with the homestead jumping, the summoning system is worthless.
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Re: Game Development: Time Enough for Love

Postby logan » Fri Feb 01, 2013 4:20 am

tweenprinc3ss wrote:This update is fine for raiders. It promotes more man to man combat. For thieves, it destroys the game. Wih 18 hours of forknowledge there will never be much worth taking unless the place is abandoned...Plus with the homestead jumping, the summoning system is worthless.


lol
it's funny because i agree with your argument but remain unsympathetic, jorb i believe said they were gonna address it.


you guys have had it way too easy anyway. i know there's been alot of laughter with how poorly homesteads were defended. but i don't believe it was from lack of hermit skills it was because walls and braziers pre buff just didn't warrant the effort for most new hermits in large part anyway.

the make shift fence would have gone a long ways had it been implemented earlier.

anyhow its still beta so i expect lots of changes, and a good commercial product even if i'm a little taken aback from this one.

your post is my silver lining :D
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Re: Game Development: Time Enough for Love

Postby tweenprinc3ss » Fri Feb 01, 2013 4:37 am

Almost all of my heists were done against people who had put zero effort into defense, or thier defenses were an after thought.
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Re: Game Development: Time Enough for Love

Postby colesie » Fri Feb 01, 2013 4:47 am

tweenprinc3ss wrote:Almost all of my heists were done against people who had put zero effort into defense, or thier defenses were an after thought.

ur small-time
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Re: Game Development: Time Enough for Love

Postby logan » Fri Feb 01, 2013 5:05 am

tweenprinc3ss wrote:Almost all of my heists were done against people who had put zero effort into defense, or thier defenses were an after thought.


if people were so lazy in defense they will continue to be and you have nothing to worry about. if they were neglecting defense because as i believe in part anyway because it wasn't worth the effort then they will likely take this as a viable measure to keep thiefs at bay.

Which i get kills your playstyle for now anyway. but you can't complain if hermits sudenly take an interest in their own safety- not saying your doing that.

if this game is going to be interesting though lots of playstyles have to exist, yours has had it pretty easy so far by your own admission btw, is all im saying. it wasn't from your great thieving skills it was because "people who had put zero effort into defense".
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