Some castle defense thoughts...

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Saar
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Re: Some castle defense thoughts...

Post by Saar » 16 Jan 2017, 17:38

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Last edited by Saar on 16 Jan 2017, 18:46, edited 2 times in total.


Kildrith
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Re: Some castle defense thoughts...

Post by Kildrith » 16 Jan 2017, 17:42

thank you for making a poll on this.

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Rothgarr
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Re: Some castle defense thoughts...

Post by Rothgarr » 16 Jan 2017, 20:48

The idea of a new mechanic to limit the offensive and buff the defensive is absolutely wonderful!

If an attacker were capable of entering a base, looting, but incapable of escaping, they could just re-log to the outskirts and their home free (somewhat). This is just one of the downfalls of this new mechanic.

About the alignment/hHP debuff, altho vary helpful to the defenders, it might be too over powered. This would hinder (or worst case eliminate) any pre-siege options witch is paramount to a successful siege (especially when limited to an hour). This could be circumvented with another mechanic, a totem/anti drop device. possibly pick-up-able, this would be placed or built in areas to prohibit dropping on claim.

Just other options.


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Re: Some castle defense thoughts...

Post by Kildrith » 16 Jan 2017, 21:31

Rothgarr wrote:If an attacker were capable of entering a base, looting, but incapable of escaping, they could just re-log to the outskirts and their home free (somewhat). This is just one of the downfalls of this new mechanic.


The nice thing is combat logging has already planned to be countered with a 30 second timer before your character disappears, so logging out once you have loot if you get that far without dying means you really could have most likely strolled out of the base.

Rothgarr wrote:About the alignment/hHP debuff, altho vary helpful to the defenders, it might be too over powered. This would hinder (or worst case eliminate) any pre-siege options witch is paramount to a successful siege (especially when limited to an hour). This could be circumvented with another mechanic, a totem/anti drop device. possibly pick-up-able, this would be placed or built in areas to prohibit dropping on claim.
Just other options.


I would agree with this.


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Re: Some castle defense thoughts...

Post by Sharana » 16 Jan 2017, 22:15

I like the mentioned stuff. On the topic of "fire" I'm between neutral and pro, don't really see it as bad thing if made properly (not with fire right away, but in time as mentioned warning->alighment hits->slow hHP hits) in a way causing no problems to just enter, kill and exit, but punishing the ones staying to spawn kill outside the JH hours.

My feedback is - make authomatic "teleport" of offline non guild members away from the city claim before each JH or at least the option to take such an action in exchange for support points.

Also please lock the poll, so that we can't vote XYZ amount of times. If you fail to filter out the same IPs that voted multiple times reset the results and post it again with annoncment :)
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Khan-
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Re: Some castle defense thoughts...

Post by Khan- » 16 Jan 2017, 23:24

players without permissions shouldn't be able to have items on the back, while crossing a city claim border, every objects they are lifting will instantly drop down, or even with 1-2m from the claim border, it could prevent people to make stuff even with 'R' mode... and they should lose their "claim" on objects they dropped down, even if it's a horse
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Knar
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Re: Some castle defense thoughts...

Post by Knar » 17 Jan 2017, 02:01

Jumping over walls, spawn camping, and base logging are 3 separate issues that require 3 separate discussion. Don't clump them together into 1 game ruining solution.

If they add the fire and buffs, the mmo is over. This was never talked about from the kickstarter until now, adding it now would ruin the game.

1) Fix base logging by moving people out of a claim 30 minutes after they log out on a claim, or make it so once a day you can force all non clan members off your claim

2) Fix spawn camping by either making it so you dont lose skills after your first death (unless you draw your weapon) or make it so you can set your bind back to the starter city, so next time you die you spawn there.

3) Leave base raiding as a viable tactic, without base logging and spawn camping base raiding is not an issue.

3 issues, 3 solutions.

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Ishamael
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Re: Some castle defense thoughts...

Post by Ishamael » 17 Jan 2017, 03:05

The primary issue here is logging out and logging back into a claim.

Don't try to say base raiding is the same thing as logging out and back into the claim.

Also, don't try to act like monument points are "rare" or "hard to get" they are easy as hell to get.

If people log out in claim, just make them log in outside the claim. Problem solved.

In order to provide an advantage to defenders outside of JH/Siege periods, we are considering the idea of bell towers. These towers will be used by players to alert everyone within hearing distance that intruders have been spotted (we're also toying with the idea of alerting players outside the game via push-notifications through the Life is Feudal app!).


Good idea. ^^^^^

More importantly, this alert will force a monument to start gradually depleting the defender's support points in an exchange for 'miraculous' powers.
Attackers will start losing alignment with an increasing rate and, after a certain amount of time, if they're still standing inside the CITY claim radius, the monument will start fires beneath their feet, slowly draining their hHP.


Fire whoever suggested this and burn the shit on their desk. ^^^^ Where is Boris the bear? Just have him eat them. I have a hard time believing this idea came from Bobik.

You can give them a glacial staff, an ethereal ostard, and a glowing robe so they can at least sit at the bank in style where they belong. Don't forget they dyed leather armor cause you know that adds cool points.

You guys already hit us with the alignment penalty which is pretty fucken hardcore in the MMO considering the skill gain rate.
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Lako
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Re: Some castle defense thoughts...

Post by Lako » 17 Jan 2017, 03:47

Hello! About problems:
1. If someone wants to stack things to get through an obstacle that does this, defenders have to defend the wall like in a royal castle 24 hours a day and will be at an advantage.
2. If someone deslogin inside a base, when he comes back he should stay with the buff of not being able to interact with anything until he leaves this claim, but he must return in the same place as the login.
3. Over kill in spawn, in this case successive killings in less than 2 min between them should not have loss of skill.

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Links234
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Re: Some castle defense thoughts...

Post by Links234 » 17 Jan 2017, 05:53

Voted "No advantages are needed. Everything is fine as it is now."
The problem is when players come and kill neither Judgement Hour or a Siege is active \ prime time actually almost completely solved by construction of walls on a large mound.
To guarantee any full security is also not correct (a game about survival?). I am advocating that farmers should take a shovel in hand and kill all the bad guys. + I am against additional solutions in the game that probably will not work correctly and create new bugs.

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Проголосовал "No advantages are needed. Everything is fine as it is now."
Проблема когда приходят и убивают игроков вне судного часа\прайм тама на самом деле почти полностью решается возведением стен на большой насыпи.
Гарантировать какую-либо полную безопасность это тоже не правильно (игра про выживание?). Я сторонник того что фермеры должны взять лопаты в руки и убить всех плохих парней. + я против сложных механизмов которые наверняка будут работать неправильно и создавать новые баги..

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Knar
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Re: Some castle defense thoughts...

Post by Knar » 17 Jan 2017, 07:45

There are a million ingame ways to counter a base raid when someone legitimately jumps your walls. For example, entering any building with a door. If you need further protection in a house, try this:
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There is no possible way for a defender to get through that. Hide up there and wait for friends. Anyone with stone walls will have large houses like this. No need for magic fire and buffs.

With all the zap towers and buffs you give defenders, the LIF:YO RPers will not play the mmo for long. That is not your core audience, please stay focused on your original game design. I know you know better than this bobik :)


RaskolnickOFF
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Re: Some castle defense thoughts...

Post by RaskolnickOFF » 17 Jan 2017, 10:36

Пока разработчики не в состоянии сделать нормальную физику объектов, рекомендую все эти объекты сделать проходимыми насквозь как пни от деревьев, тогда не будет никаких лестниц из хлама и эстетическое складирование сохранится.


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Re: Some castle defense thoughts...

Post by Skeezix » 17 Jan 2017, 14:09

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