Game Development: Welcome, Have a Seat

Announcements of major changes to Salem.

Re: Game Development: Welcome, Have a Seat

Postby JinxDevona » Thu Feb 07, 2013 6:14 pm

Here's how I see it from my perspective. Stronger walls should not be able to be destroyed by a character. A waste claim, battering ram, powder kegs, cannons or something to that effect should be the only way to get through the higher tier walls. Otherwise, what's really the point in the time and resources to build said walls, like the plank walls for example. Then raiders could still get into a place with less defenses and those that spend the time, resources, and effort to build higher tier walls should be better protected by getting some kind of warning.

So you still have the problem of transferring stuff elsewhere with a warning. First, no one seemed to care that you could do that exact thing in H&H when you see a ram. I know, this isn't H&H. Second, I'm not sure every single thing in Salem is going to be perfectly fair to both sides. Third, I'm sure there is a decent solution out there somewhere to transferring items elsewhere (not stopping all teleporting, not fair not to be able to buy resources in Boston because a waste claim/ram is up, not stopping people from logging off with inventory, just stupid). We can collectively come up with a decent solution. Make timers shorter maybe. Put thieving abilities in game that would allow thieves to jump walls and only carry out a limited amount in inventory and maybe a chest with a pulley, to avoid timers where item vaulting is possible.

Fact is higher tier walls and buildings should not be able to be easily destroyed. Higher HP or soak isn't enough. They should not be able to be destroyed by hand. Problem again is what is the solution?
Last edited by JinxDevona on Fri Feb 08, 2013 8:51 pm, edited 1 time in total.
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Re: Game Development: Welcome, Have a Seat

Postby Potjeh » Thu Feb 07, 2013 6:21 pm

Burglary mode is definitely needed. Destroying a place and robbing it are two entirely unrelated activities with completely different goals, and it makes no sense to bundle them in a single game mechanic.
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Re: Game Development: Welcome, Have a Seat

Postby JeffGV » Thu Feb 07, 2013 6:25 pm

I already explained how i would overhaul some mechanics in the game (like boston teleport, by removing it but still making possible to access the npc stall and related services via homestead) in a thread in the idea section by the way.
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Re: Game Development: Welcome, Have a Seat

Postby darnokpl » Thu Feb 07, 2013 6:27 pm

JinxDevona wrote:.

Fact is higher tier walls and buildings should not be able to be easily destroyed. Higher HP or soak isn't enough. They should not be able to be destroyed by hand. Problem again is what is the solution?


True, but it can not be simple solved by adding sledge hammer (or any other very expensive tool)... to destroy any advanced building or higher tier wall section raiders should pay the price, like produce canon and if few shots would destroy building it would be expensive. Powder + balls can be made hard to buy/produce.

And solve spy issue, they can simple open gates and we don't have any in-game method to detect them, imho town mayors should be able to see account name and account creation date before they offer citizenship.
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Re: Game Development: Welcome, Have a Seat

Postby tweenprinc3ss » Thu Feb 07, 2013 6:54 pm

darnokpl wrote:
JinxDevona wrote:.

Fact is higher tier walls and buildings should not be able to be easily destroyed. Higher HP or soak isn't enough. They should not be able to be destroyed by hand. Problem again is what is the solution?


True, but it can not be simple solved by adding sledge hammer (or any other very expensive tool)... to destroy any advanced building or higher tier wall section raiders should pay the price, like produce canon and if few shots would destroy building it would be expensive. Powder + balls can be made hard to buy/produce.

And solve spy issue, they can simple open gates and we don't have any in-game method to detect them, imho town mayors should be able to see account name and account creation date before they offer citizenship.


Be more careful with your keys.
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Re: Game Development: Welcome, Have a Seat

Postby darnokpl » Thu Feb 07, 2013 6:57 pm

tweenprinc3ss wrote:
Be more careful with your keys.


HOW?
On plymouth we had town with 20-30 people and town gates that were leading outside, every citizens must have keys to those gates!
You can have private key for your plot, but it won't help much.
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Re: Game Development: Welcome, Have a Seat

Postby darnokpl » Thu Feb 07, 2013 8:02 pm

I suggested that we need to create larger groups and I think I have idea how to change town claims to achieve that :)

In Salem we have auth in town bells to fill it all we need is silver and that is major issue because we do not need new citizens, we need more stalls and items to sell.
Silver sink is good, but auth based only on silver is also opportunity for dominating faction to build few HVs and visit them for while with purse.

Does town 100x100 with 750 auth filled with walls and braziers should exist?
Imho not, it is dead/empty town and it should be easy to raid.
Maybe more people would start to create larger towns if we would have another bar, something like it was in HnH, to fill it you would need to level up biles or profs, of course current silver-based-auth should stay, we would just had two bars on town bells.

This-new-bar max cap should also depend on town size and each +1 bile and prof should fill it a little, of course character who just made gluttony from 100 to 110 should give more to town than noob-alt from 5 to 20, same with profs higher level prof should give more to town. Plus there should also be time based bonus, so new recruit would give less than citizen who is 3 weeks in same town.

And now best part...
if your town-live-bar is filled between 40% to 60% you see no difference from current state, but if it drop under 40%, soak and HP of walls and braziers (other structures too maybe) should be lowered by 50% or more. If live-bar will be above 60% soak and HP for walls and braziers should be buffed 100-200%.
Of course it is good place for sqrt magic to make smoother transitions.
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Re: Game Development: Welcome, Have a Seat

Postby tweenprinc3ss » Thu Feb 07, 2013 8:07 pm

darnokpl wrote:
tweenprinc3ss wrote:
Be more careful with your keys.


HOW?
On plymouth we had town with 20-30 people and town gates that were leading outside, every citizens must have keys to those gates!
You can have private key for your plot, but it won't help much.


Well. I will divulge to you one of my personal secrets to solid base defense. Partitions. Tier your walls so as to create multiple protected areas within the whole. Have different keys allow access further into the compound, and be sure to build internal defenses as well as protection from external sources.

--You can not slap stone walls around your town bell and call yourself a protected town. Without more thought and careful planning expect your town to be destroyed.
Last edited by tweenprinc3ss on Thu Feb 07, 2013 8:09 pm, edited 1 time in total.
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Re: Game Development: Welcome, Have a Seat

Postby darnokpl » Thu Feb 07, 2013 8:07 pm

tweenprinc3ss wrote:
Well. I will divulge to you one of my personal secrets to solid base defense. Partitions. Tier your walls so as to create multiple protected areas within the whole. Have different keys allow access further into the compound, and be sure to build internal defenses as well as protection from external sources.


How many people is in your camp?
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Re: Game Development: Welcome, Have a Seat

Postby tweenprinc3ss » Thu Feb 07, 2013 8:10 pm

darnokpl wrote:
tweenprinc3ss wrote:
Well. I will divulge to you one of my personal secrets to solid base defense. Partitions. Tier your walls so as to create multiple protected areas within the whole. Have different keys allow access further into the compound, and be sure to build internal defenses as well as protection from external sources.


How many people is in your camp?


That is superfluous.
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