Brazier mechanics

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Re: Brazier mechanics

Postby Claeyt » Sun Mar 09, 2014 11:43 pm

jorb wrote:The reason being that we want to disincentivize spam.

a worthy goal imo.

The only question is how are you going to show noobs coming to the game that spamming braziers isn't effective. Building more defenses is generally viewed as the best way to stay safe by gamers. A guide in the in-game help section would help.
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Re: Brazier mechanics

Postby Dallane » Mon Mar 10, 2014 12:03 am

Claeyt wrote:
jorb wrote:The reason being that we want to disincentivize spam.

a worthy goal imo.

The only question is how are you going to show noobs coming to the game that spamming braziers isn't effective. Building more defenses is generally viewed as the best way to stay safe by gamers. A guide in the in-game help section would help.


Why don't you test the damage instead of looking for a hand out?
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Re: Brazier mechanics

Postby Claeyt » Mon Mar 10, 2014 5:38 am

Edited my numbers on page 2.
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Re: Brazier mechanics

Postby Banok » Mon Mar 10, 2014 9:37 am

Image

this is what it looks like with exactly 22 tiles between 2 braziers. curious if that brazier is counts as in range of the other, might be worth making them 1 tile further to be sure I guess.
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Re: Brazier mechanics

Postby Champie » Mon Mar 10, 2014 10:14 am

Banok wrote:Image

this is what it looks like with exactly 22 tiles between 2 braziers. curious if that brazier is counts as in range of the other, might be worth making them 1 tile further to be sure I guess.


I think it would be a big benefit if adjacent braziers (in different groups) are able to hit an attacker that is destroying a brazier. It seems it would be guaranteed if the 22 tile spacing kept braziers in separate groups. Maybe not if you go to 23. I had suggested a 25x25 grid (braziers on corners, 23 tile spacing) for 4 braziers because I thought that 22 would be too close, but now it looks like you could test it!

If you are able to test that, and maybe share the damage also, I think that would be awesome for everyone. Thanks
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Re: Brazier mechanics

Postby Banok » Mon Mar 10, 2014 12:52 pm

yeah champie I agree that its worth testing, but if its 40 bb damage Id like to keep my inspiration points for now. might test damage later.

but anyway when I read this thread this morning I got excited and was planing out an octagonal walled base on 101x101 pixels in photoshop, the idea being that raiders would be hit by 2 braziers.

but if my understanding is correct it actually wouldn't achieve that much vs an intelligent attacker; if raider approached directly the 1 braziers its impossible for him to be hit by double damage.

could be great for active defense though; since if you are in combat with the aggressor he cannot move from the single file sight line without being double hit by braziers or a sitting duck for your attacks.

anyway I hope its true that tree walls are nerfed. Maybe we could see some interesting base design once we get our heads around it, but right now it seems to me a single braziers spaced out around a square is effective enough for casual players to not have to worry about different shapes or spamming them.

Image
http://prntscr.com/2zka4f

this is just a quick paint job to hopefully explain what i'm on about.

it means concave walls are actually really strong, but not feasible unless you can make helms deep or something :lol:
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Re: Brazier mechanics

Postby Snowpig » Mon Mar 10, 2014 1:16 pm

you will die gathering enough materials for those cornerposts...
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Re: Brazier mechanics

Postby Banok » Mon Mar 10, 2014 1:58 pm

maybe but if you understood my post I decided its pretty pointless anyway

also testing brazier damage, attacking players does not trigger braziers at all on vlcaim or pclaim. you can tresspass multiple times to trigger braziers without leaving summonable scents (thanks mushi!)

Image

lost 300k inspiration but I dont think i need it now he has murder.
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Re: Brazier mechanics

Postby Tylan » Mon Mar 10, 2014 2:00 pm

This is all dumb. Disincentivize them by making it IMPOSSIBLE to build multiple braziers within range of eachother. Bam. Done. Give it a more consistent level of damage. Now players new and experienced can feasibly use and coordinate the function and you get the benefit of removing the option of clustering.

If you have a concern about barring building multiple objects within range of eachother rather than simply discouraging it due to some warped sense of realism in the game world's persistant building design, I would point to the fact that these objects shoot balls of fire at intruders and that most semblances of realism are gone from this place already.

Image
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Re: Brazier mechanics

Postby RonPaulFTW » Mon Mar 10, 2014 2:03 pm

Tree walls confirmed nerfed.

You can no longer plant a tree next to or diagonal from any other object.

Time to build iron chest walls with iron savings from lack of braziers.
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