I would really like it if an enemy was FORCED to destroy a claim block to take a region. It seems that, by your explanation, a player can take an area in two ways:ġ)He can destroy your ownership block, then place his own claimĢ)He can place a claim in your area, making it contested for a few minutes, then he owns it. I'm having trouble grasping the proposed implementation of claims and contested areas. There is a great risk of oversimplifying attack/defence by making it all revolve around a single block. I mean, you can still have some kind of 'central block' that must be protected, but it should be the last thing the enemy goes for. (and of course, can dig terrain, but its ok because its slow and requires resources and infrastructure, and the owner can just shovel all the ground back in to fix holes) For survival mode, in the future, would a 'realistic' ownership system be possible? Cant open doors if no key, hard to deconstruct walls unless you can climb on top (and even then it takes effort), dogs and other defences prevent you from just walking in. I can already see how everyone wastes 50% of their play time building the "optimal claim block protector" (that abuses a few glitches and design flaws to make the claim block impossible to capture) that someone will post on the forums in the future.Ĥ. How do you prevent the gameplay from devolving from " attack and defend castles" to "attack and defend claim blocks"?. Would a radius around each claim block, or some kind of voronoi diagram, look better for defining the ownership regions (this is also considering question #1, as a grid doesnt even work well)? If implementation requires grid, use fine grained grid to approximate whatever is visualized.ģ. For the system to be intuitive and streamlined, it must be visualized. ![]() A grid of boxes looks artificial and doesnt feel good for ownership. How do I claim an area in intersection of 4 claimable areas (if thats where I want my castle)? Does each claim block give you the N nearest claimable areas (instead of just a single box)?Ģ. or everythink will be possible to trade for coins ?ġ. How will player pay taxes ? Will we have to mine a valuable ores like gold, silver, atc. ![]() What if i want move my ownership stone from one place to another and not lose ownership of area ?Ħ. will we have alternative way open it without turning alarm on ? Like some lockpicking, stealing, sneaking in castle, atc. For owned items like crate, doors, gates, atc. Will we get somethink like alarm bell working with ownership stone and creating sound, then just warning message that enemys are in area/attacking castle ?Ĥ. Will there be some distance for building from area edges, so player will not build one castle on borderline of 4 areas and claim 4 at same time ? ( or some rulez like, ownership stones have to keep minimal X block distance from one another )ģ. How will player in game know where one area for claiming start and where end ? Will there be placed some borderline stones to mark edges of area ? ( for exaple like settlers3 with less density of stones )Ģ. Many thanks to our players and we hope you enjoy the latest episode in our mini-series!ġ. Stay tuned for more info and a Q&A about area ownership in the developer diary next Tuesday. We also describe the benefits of area ownership (locked doors and an access rights system, respawning, and area rules) and some of the downsides (paying taxes, and that the claim block must be defended rather than just walled-in).Īrea ownership is a big topic and we've only covered the basics this week. This includes how the areas are determined and the process of claiming land. We like the idea of bringing seasons to the game, however, this is a large undertaking so we will not be working on this right now.įor area ownership, we outline the basics of the system. Right now, we are very busy designing the planets, area ownership, etc., but we are considering our options with regards to farming. As developers, we feel that farming fits the Medieval setting, but we need to design this properly. The main feedback we received about flora was about farming and seasons in Medieval Engineers. ![]() ![]() We also address some community feedback we received over the last week. The 7th episode in our new series of behind-the-scenes footage and developer diaries has been released! In this week's episode, we tell you more about how area ownership will work in the game.
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