Kind Karing Kristians - Justification Thread

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Re: Kind Karing Kristians - Justification Thread

Postby Judaism » Tue Jan 19, 2016 12:08 am

JohnCarver wrote:
Judaism wrote:Here is some proof of how raiding used to be, direct information can be taken out of it.

https://www.youtube.com/watch?v=cndmihpeeRE


You taking a plank wall fence down 20% in 2 minutes


Yes, lets say that this was an average run of 20%. Also add the waiting time in, about 10 mins per run atleast. So that would be 60 minutes into a single plank wall, with 7 characters.

In case 1, that would be less than 30 mins, with just 2 people, I also did consider the full wait time in here.

Lets do the math: 1 hour vs 7 hours (7 people, or characters)

So a difficulty increment of atleast 7 times, that was before last patch. That patch removed the element of suprise and added another drain into the mix. Then we also have lost our element of destruction over the year and we have several new tiers of walls and new defensive mechanics.

Your chances of succes decrease over-time, also add that up. It is much more than twice as likely to get inside a base with just 50% of the difficulty due to the fact that people will have more time to intervene, due to the breaks you have to implement and much more which indirectly has an influence.

Anyhow, by now I think most people do know my opinion and I just wanted to open up some eyes of people that did not know the previous raid systems, which you surely did. Oh and I have ofcourse intentionally forgotten facts which would combat my arguments such as the repair mechanic back then.
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Re: Kind Karing Kristians - Justification Thread

Postby Heffernan » Tue Jan 19, 2016 12:17 am

atleast now raiding is pretty much balanced.
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Re: Kind Karing Kristians - Justification Thread

Postby Dallane » Tue Jan 19, 2016 12:20 am

Heffernan wrote:atleast now raiding is pretty much balanced.


Not at all.
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Re: Kind Karing Kristians - Justification Thread

Postby Heffernan » Tue Jan 19, 2016 12:22 am

Dallane wrote:
Heffernan wrote:atleast now raiding is pretty much balanced.


Not at all.


how so?
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Re: Kind Karing Kristians - Justification Thread

Postby Dallane » Tue Jan 19, 2016 12:28 am

Heffernan wrote:
Dallane wrote:
Heffernan wrote:atleast now raiding is pretty much balanced.


Not at all.


how so?


Time

My job takes 8-16 hours a day depending on the situation. I don't want to come home and stare at a character beat on a wall for the same amount or more of my time. Not to mention the town you need to build, walls that need to be built, braziers that need to be built, etc. You have to be a massive NEET to raid now.

I agree that there needs to be a certain amount of time invested for raiding but right now raiding is almost impossible because no one wants to invest the insane amount of time to do it. It's still very possible to raid someone but it's extremely boring and not fun in the slightest.
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Re: Kind Karing Kristians - Justification Thread

Postby Claeyt » Tue Jan 19, 2016 2:30 am

Judaism wrote:Here is some proof of how raiding used to be, direct information can be taken out of it.

https://www.youtube.com/watch?v=cndmihpeeRE


Long live Silverash! WE HAD MORE FUN ON ROANOKE!!!

https://www.youtube.com/watch?v=-5xS5jiRwCc

It was the only place I ever lost besides Redwood farm to Binks. Of course it was on the second to last day of Roanoke and Lallaith asked me if it was okay to raid it to practice their raiding skills. :lol:

I like to remember how I helped the KKK in some small way to become who they are. I hope they use these skills to raid Darwoth.

Dallane wrote:You have to be a massive NEET to raid now.

For the time factor I'd say that instead of massive time (which is more, but so is the repair) investment, Raids need to be planned and timed correctly whenever groups are free just like in almost all other MMO's like this like EVE, Albion and others.

There are SO many other ways to hurt players now, such as Witchcraft curses on fields, crab's on a stick, poop claims and other unmentionable's. THERE NEED TO BE MORE OF THESE INSTEAD OF MASSIVE TOWN DESTROYING RAIDS.

One of the great fails of this game has been that raiding doesn't mean raiding, instead it means that if you get raided you lose your town, all characters based at the town, all stuff inside the town and everything you've worked so long for. You shouldn't be able to lose everything at once.

Raiding should mean that you lose any characters with scents or those who try and fight, you lose as much stuff as the raiders can carry and you lose a bunch of rebuilding materials. This is what raiding should be. Hopefully we get that.
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Re: Kind Karing Kristians - Justification Thread

Postby Lazun123 » Tue Jan 19, 2016 3:06 am

Time

My job takes 8-16 hours a day depending on the situation. I don't want to come home and stare at a character beat on a wall for the same amount or more of my time. Not to mention the town you need to build, walls that need to be built, braziers that need to be built, etc. You have to be a massive NEET to raid now.

I agree that there needs to be a certain amount of time invested for raiding but right now raiding is almost impossible because no one wants to invest the insane amount of time to do it. It's still very possible to raid someone but it's extremely boring and not fun in the slightest.[/quote]

I have to agree.

Not trying to compare to much, but i come from HnH, the raiding aspect and pvp made me fall in love with the genre. Salem and HnH offer that brutally cold and unmerciful aspect that almost no other game offers. What this game dose that HnH does not is offer new players a way to fight back against more established players.

For example my first base was E.D. because i did not know the importance of a Tbell, the criminal left scents, so despite me losing my base to somebody more experience to me i was able to get revenge. It sucks losing what you work so hard to build.....BUT the risk of lose is what makes this game amazing! Everything you do in this game has value because it is an investment you can lose! If people stop raiding for the reason it is no longer fun, then there is no risk of losing what you work for, thus the game is no longer fun.

I am all for making it harder to break into a base, makes the victory that much more sweeter, but I feel that the changes didn't make raiding "harder" but instead WAY more dull and boring. Like Dal was saying, when you are spending literally hours just sitting and chopping a wall or hours standing waiting for the crime debuff to wear off.......well it kills an aspect that kills a demographic of the game. I am a hermit, and i get 7v1 sucks but i also understand that 7 vs 1 should almost never mean the 1 can beat the 7 (except darwoth cuz that dude rapes heads) instead it creates alliances. This recent war was a good example. It was also very fun to read about and made the forums interesting to read. But that one guy that got picked on or raided will turn to others for safety and revenge.

I feel at the very least changing the Tea update back to recharging biles while in crime debuff would make things at the very least fun again.
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Re: Kind Karing Kristians - Justification Thread

Postby Dallane » Tue Jan 19, 2016 3:17 am

Claeyt wrote:For the time factor I'd say that instead of massive time (which is more, but so is the repair) investment, Raids need to be planned and timed correctly whenever groups are free just like in almost all other MMO's like this like EVE, Albion and others.

There are SO many other ways to hurt players now, such as Witchcraft curses on fields, crab's on a stick, poop claims and other unmentionable's. THERE NEED TO BE MORE OF THESE INSTEAD OF MASSIVE TOWN DESTROYING RAIDS.

One of the great fails of this game has been that raiding doesn't mean raiding, instead it means that if you get raided you lose your town, all characters based at the town, all stuff inside the town and everything you've worked so long for. You shouldn't be able to lose everything at once.

Raiding should mean that you lose any characters with scents or those who try and fight, you lose as much stuff as the raiders can carry and you lose a bunch of rebuilding materials. This is what raiding should be. Hopefully we get that.


You are just beyond clueless and are once again lying.

Claeyt wrote:Hopefully we get that.


No one but clueless idiots get this
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Re: Kind Karing Kristians - Justification Thread

Postby Reviresco » Tue Jan 19, 2016 8:54 am

Inexcusably long thoughts of an unqualified player below:

Well, I'm just a newbie, but I think I see Claeyt's point.

Before I really start, let me introduce three terms: x, y, and z. x is the amount of time required by the town owner to complete the largest layer of fortifications. y is the amount of time it took for the owner to earn the assets contained in the outermost layer, and z is the time required for the raider to breach the wall completed by the town owner in x (time). I also know that I should be including another term for the amount of time invested into the raider characters, but I'm trying to keep it really simple.

It's oversimplifying quite a bit, but I think of a hypothetical hermit town that is 200x200 units and fortified with 3 layers of defense between the outside world and the town bell, with each being a brick wall with moderate brazier/torch coverage. It is fully pclaimed over.

So, the person in that town had to build almost 800 segments of bricks to make their outer perimeter if they wanted four gates(requiring 12 blistersteel). Suppose it also has 2 braziers and 2 torches covering each wall segment on this layer, requiring hundreds of wrought iron and over 100 leather. They also adequately flattened the area and farmed over 12,000 bricks and 800 lards.

Now, the often heard but untenable anti-raider argument is "it's not fair that it took x hours to farm or earn the money for 12,000 bricks, 800 lards, 100+ leather, 200+ wrought iron, and 12 blistersteel (assuming they wanted four gates) and it takes a raider z hours to breach the defenses and cost me x and potentially also y time and effort.

Of course, a brick wall doesn't behave like a balloon, and pop when a hole is punched into it, destroying the entire thing. so, it's not like the raider destroyed x hours of work in z hours, but still potentially can do up to y damage. What valuables would be in the outermost (formerly) enclosed area of this hypothetical base? Maybe some canoes. There would be tons of farms, maybe a stamp mill, compost bins, boundary stones, etc. Raiders who got through the outermost layer could do a lot of nasty things (up to y, but probably not really enough as to entirely undo anything close to the x hours of work).

Now, let's consider the next, smaller, but otherwise identical layer of defense. Let's say it took 2/3 of the time required to complete the outermost layer of defense. Let's say .67x. What valuable items are inside the second area? A gluttony food infrastructure? A mine? Alchemy tables (with steam distillers)? Bulk goods(bars, leather, cloth)? Suppose the raiders breached this layer of defense, the amount of damage that could be done is much greater than in the outer layer (y). Let's say 5y time could be undone if the raiders could breach the second layer. Again, this layer is only different from the outermost wall in that it covers a smaller perimeter: it is also a brick wall with each segment covered by 2 braziers and 2 torches. So, how long would it take the raiders to break through this wall? Roughly z? So, by investing 2z, successful raiders could cause up to 6y in damage. However, if they do not breach the final layer of defense, they are not undoing x or .67x, because the walls and braziers can be repaired. So, 2z for ≤6y (realistically, they won't do anything close to that because of the harshness of pclaim drain) and some small fraction of x

Let's say the last line of defense holds the bell (maybe not also the pclaim stone, but who knows) that is valuable in itself and the most valuable items such as profession suits, artifacts, etc.(let's say valuables totaling another 5y). It is 1/3 the size of the outermost layer, but has the same torch and brazier coverage, meaning it took about .33x to make but z to breach. If the raiders breach this layer of defense, in effect, the player will likely lose the entire base (x + .67x + .33x and 11y). It is no longer a strawman argument to say "it took the raiders z amount of time to undo x amount of building!" when they breached the first wall. Effectively, it has been retroactively made a valid argument. Additionally, 11y was lost.


So, first layer breached: z is expended to undo ≤y.
Second layer breached: 2z is expended to undo ≤6y
Third layer breached: 3z is expended to undo 2x + 11y

At a certain point, the cost of z to the defender skyrockets. I think that is what Claeyt was saying.


----I know this is grossly oversimplified, considering it discounts raider character risk and how torch/brazier radii would overlap more and more in the inner layers, as well as the time the base owner put into characters lost in the base, but I think it's a workable example.


Edit: Not trying to endorse carebearism or make a statement on raiding balance, just explaining how I saw Claeyt's argument.
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Re: Kind Karing Kristians - Justification Thread

Postby JohnCarver » Tue Jan 19, 2016 9:29 am

Nerd alert.

Just kidding. But yes, we absolutely have viewed raiding and sieges up to this point with a similar mindset in that we wanted raiders to spend an equal or near equal amount of time breaking a base as that person spent making the same base. The problem is of course that when raiders want to hit brick wall bases that took literally hundreds of hours to build it was unreasonable for them to have to spend hundreds of hours to breach.

Anyways, without going into too much detail I think we have finally laid out a template that I generally like a lot more than some other iterations. Its a dynamic siege system that involves multiple siege structures along with a 'tipping point' of effort and resources to the aggressor. I have ambitions to just drop this singular system on providence & Expedition #2, and have it simply scale-able where I can adjust the time until the tipping point depending on the server. Still allowing the dynamic where providence raids are very slow moving and time consuming, while Expedition #2 raids would be quite rapid, yet both utilizing the same system.

Waste claims that scale in size based on aggressor investment * duration of time siege has been allowed to exist. Towns that find themselves allowing to be encroaching by a creeping waste claim finding that their walls, braziers etc. now run a very real risk of being only a fraction of their previous power.
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