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Build 963 - Crash fix, Anti-Doorspam, Helpful Tips

Discussion in 'Announcements' started by DevBlogger, Dec 6, 2013.

  1. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    Yeah the new door system works well for wood doors, but affecting stone doors is bad since it makes them significantly less useful. It also destroys three awesome strategies I used to use on a couple different maps where I would rush in and place a stone door on a 3 wide doorway to stop enemy knights.
     
  2. Nivlac_13

    Nivlac_13 Shopkeep Stealer

    Messages:
    115
    Thank you for the server exit crash fix! I think the door fix is pretty good and I always liked saws the way they were. Overall good work devs. I wish I was home to test it out.
     
  3. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    You can still do this; place a solid tile above the door after placing the door and it'll stay put, you have 10 seconds before it collapses.

    We'll be fielding more feedback on the changes over the next week - there should be another patch with at least a few admin-centric additions next week - I feel that a saw change making them generate less wood would generate significantly more butthurt than the current stone cost tbh.

    @Ej sorry for your lots re: button disadvantage for cw. I couldn't risk public patch for something as crucial as buttons untested (changes may affect net sync or require larger changes elsewhere) and only had a few hours available for work yesterday.
     
  4. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    I don't really see how. It already took forever to get enough wood to make a saw when they were destroyed in the middle of a round (Read: 5 wood per hit on a log, 5 seconds to chop a tree over, roughly 20 seconds to make a saw pre-963 total) and now you have to factor in the time it takes to mine stone, if any exists! And believe me, tons of the default maps run out far too quickly. It wouldn't be bad if they costed 30 stone, and in fact 50 stone might be okay too, but the issue was NEVER spammable saws, it was saws giving you spammable wood. 45 seconds to make a saw in the middle of a match is 5 full respawn timers and at least 2-3 waves of enemies, that's a LOT of lost time.

    This is why I said that saws needed to give less wood and wooden doors needed to be increased to 50 wood cost.

    Additionally, I did some testing today, and found this out:

    Builder hits log: Gets 5 wood per hit, and the log breaks after 5 hits for 25 wood.
    Builder drops log into saw: He gets 50 wood instantly.

    Why are they getting twice as much wood at least 4 times faster?
     
  5. welp even though i managed to bomb our tunnel workshops we still won :rekt:

    cheers not as much of a problem as i made it look like
     
    Geti likes this.
  6. Boea

    Boea Such Beta

    Messages:
    653
    It seems that I haven't been making my marching walls tall enough, or wide enough, Crabmaster.
     
  7. JPD

    JPD Shipwright

    Messages:
    73
    King Arthur's Gold is almost never offline. You need to find servers close to you so that you don't have high ping. Also try upgrading your internet connection or pausing any downloading items. Hope this helps.

    ~Joelington
     
  8. ShnitzelKiller

    ShnitzelKiller Haxor

    Messages:
    590
    The enemy team should be grateful that I fall into so many saw traps. I am a god in combat.
     
    Guitarman likes this.
  9. Crabmaster

    Crabmaster Bison Rider
    1. Zen Laboratories

    Messages:
    322
    Sorry but I was testing some tower designs today and was trying to see if I could make any new kinds of Archer Nests using doors(and generally was testing the best ways to add entrances for your troops) and this new door dynamic is the most annoying thing for a normal builder! Can't use single doorways practically in any way I would, door seem to randomly explode when being placed or when blocks are being placed next to them to try and prevent them from exploding, and if a block is next to a normal horizontal door and not above it that doesn't count as being attached and it explodes anyway. . .I was okay with this update at first but it seriously is just annoying now.

    This is the kind of balance that "hurts normal players to stop the "bad guys"". . .Like a super tiny, gameplay related, version of what things like "Always Online DRM" on singleplayer does to customers of games. . . makes their life annoying to prevent pirates from doing things for 10 extra minutes.
     
  10. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Honestly, I think comparing door support requirements to always on DRM is borderline concern trolling.

    If you're not understanding the support rules:
    • A door must have a solid block next to it in one of the cardinal directions or
    • After 10 seconds, it will collapse/explode
    The 10 seconds delay seems to behave semi-unreliably over the net (ie you can still "save" the block but it may have already collapsed).

    For a 'normal' builder, the only thing that has changed is exits for siege engines, which are best made with stone doors and platforms if needed, or else just take it outside before unpacking it. Single doorways in the middle of 3 high tunnels is the only frequently-seen contraption which no longer functions.

    If you can provide screenshots of cases of "normal" building that are hindered by this support I'd be interested, but nothing about the buildings I've been observing ingame has changed.
     
  11. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    Just thinking about things, killatron's toothpuller wouldn't work with the mechanics Geti (not that I've tested been too bust irl to log in for a while now).
     
  12. 8x

    8x Elimination Et Choix Traduisant la Realité Forum Moderator Staff Alumni Tester
    1. The Young Blood Collective - [YB]

    Messages:
    1,325
    For the games I've played these days Geti I find saw to be pretty weak now in comparision with its cost. Catapults cost 80 coins and are more resilient (but yeh, you need a factory or siege), while a trap made with a saw should resist more, at least the sawmill which is its core.
     
    Last edited: Dec 10, 2013
  13. Crabmaster

    Crabmaster Bison Rider
    1. Zen Laboratories

    Messages:
    322
    I used the words "super tiny", making sure to voice the comparison as the same effect but MUCH much smaller than Always Online DRM.

    Also on the topic of how it effects normal builders, here are some attempts to remake some issues I had during my building last night, also a big issue I have come across is it hinders experimenting for new designs as so many don't work:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Also no screenshot, but any time you try to place doors behind you when running away from a knight, such as in a tunnel, they are much harder to place in the right locations to not just collapse.
    Also some things that more effect those of us who enjoy the creative side of things:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    It just feels awkward and strange for a game with building as part of it to have this kind of limitation. . .I don't like my creativity being stunted.
    Also no, these are not buildings I want critique on, they are simply example structures.

    Thanks for clearing up that my internet causes those randomly exploding doors, at least...

    Dang this post was huge...
     
  14. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    I suppose the requirement could simply be lifted on stone doors?
     
    Bint and Crabmaster like this.
  15. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    I'd like it to allow double doors for wood doors as long as one of the two was touching a solid tile, and for it not to affect stone doors.
     
    Crabmaster likes this.
  16. Crabmaster

    Crabmaster Bison Rider
    1. Zen Laboratories

    Messages:
    322
    I agree with both of you. . .Quite simply you'd expect something that costs 50 stone to be more solid!
     
  17. Asu

    Asu THD Team THD Team Forum Moderator

    Messages:
    1,580
    Same. Now you need a single ( Sometimes two ) bombs to destroy a door. That's totally nonsense.
    Also when will the fucked up Alt+Tab fixed? It's hard to swap and, in recent builds, when I often swap windows, KAG becomes very slow but 30fps are rendered.
     
  18. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Probably never, its an irrlicht problem not a KAG problem, and we're unlikely to go out of our way to fix something so minor. Use windowed mode.

    Re: doors, I'll see what I can come up with - if the rules start getting more complicated than "not next to a block" I fear there'll be even more confusion than there already is.
     
  19. Doors are fine
     
    Contrary and Joiken like this.
  20. Yeah, it took me a while to get used to it as builder but they are fine... People complain until they actually try the new changes out but then they get used to it.