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Re: The Ghost of Christmas Future, II

dunno why anyone advocates hardcoded systems for running villages when you could use permissions to leave them open and making their own rules
by Jackard
Sun Apr 12, 2015 10:48 pm
 
Forum: Announcements
Topic: The Ghost of Christmas Future, II
Replies: 2575
Views: 314072

Re: Botting Tutorials for Newbies DEBATE

Flame wrote:Anyway you didn't got the main topic of that post, that was the "Do you remember when you where free to walk around and meet people?"
It really wasn't about the world size.

I remember that in W1. Which was small.

excepting cities like Brodgar/Constantinople/etc. W2+ was about being "free to walk around" an endless, boring landscape dotted with seemingly empty walled villages
by Jackard
Mon Jan 16, 2012 10:18 pm
 
Forum: The Inn of Brodgar
Topic: Botting Tutorials for Newbies DEBATE
Replies: 311
Views: 25577

Re: Botting Tutorials for Newbies

Flame wrote:Someone still remember when, in the firs few day of the game you was walking around the map more like if this game was an age of empire, talking to people, meeting villages, making friends and running from boars? it is all so far away, now.

The first few days of the game it didn't take hours to walk across the world.
by Jackard
Mon Jan 16, 2012 10:09 am
 
Forum: The Inn of Brodgar
Topic: Botting Tutorials for Newbies DEBATE
Replies: 311
Views: 25577

Re: Forum groups for villages?

Villages are too ephemeral for their own section of the official forums; recommend getting your own forum so you can customize it to your liking
by Jackard
Thu Nov 10, 2011 4:01 am
 
Forum: Critique & Ideas
Topic: Forum groups for villages?
Replies: 7
Views: 1000

Re: i miss the bigness of previous worlds :(

bigger world becomes, less player interaction, less interesting stuff to find, less enjoyable mundane travel. just bland macaroni shit as far as eye cant see

make small world with new mapgen, alter resource distribution and add mechanics like claim decay + kinning villages to accommodate size = better game

w3 worst ever
by Jackard
Mon Aug 08, 2011 9:07 am
 
Forum: The Inn of Brodgar
Topic: i miss the bigness of previous worlds :(
Replies: 47
Views: 4110

Re: Summary of this game regarding forum regulars

Chaostheory wrote:I've been playing a couple weeks ( super short compared to your glorious involvement dear reader I'm sure ) and reading old forum drama threads in my time.
this game...
1. there is two elitist groups, one american, one russian, and they grief any village they can with a myriad of random excuses when that village starts showing any form of power/ items worth having
2. new/newer players can steal some crappy crap ( even from dead villages) and you elitists think it is no problem to kill everyone and destroy the village and you are glorious heroes
3. anyone who comes on the forum for advice,help, joining a village, or someone doesn't lay out an exact certain word count, you guys troll, tldr, and avoid information. also, if some poor sap posts a ss with a minimap, you guys grief him, post his coords etc etc
4. the group of active forums posters are the ones who will grief/kill/riad at the drop of a hat
5. said same posters also have whined from time to time about how dead the server is ( I wonder why dbags)
6. coming from a noob pov, i've lost 3 characters in this lag to random serv/client drops, and after grinding another NEW char to 20 survival/ua/exploration, it looks grim.

Why should i toil hermit style when you easily make all the hi q items, and if i do make them myself, ill die for it?
What, grind my char another 2 years and maybe i can manage a fight with some of you? I just don't see it happening, or have the desire too
inb4 classic "good riddance we dont need you response etc" actually, yes, you do need more people, what happens when its just you guys and no one else? after all the work you guys put into your towns/characters (btw - dont even tell me you play your main most of the time now in this lag, it's alt warefare and you know it)

why should new players even try to make it to the top? we won't, we'll be griefed before then, random rbow 1shotted off screen etc ( happened to my first char)
im not complaining, im not a carebear, i love sandbox style and pvp games. I understand it's a sandbox world so i need to deal with it etc, if i did make it to your guys levels stat/gear wise I would easily become a known name...

but should i put in the effort to grow up and be dbags like you...hmmmm

not likely im afraid

do you guys even see how you treat everyone not unlike yourselves?

or are most of you just that disillusioned and old farts irl? (etc painhurtz dude etc)

like...lol

same person: viewtopic.php?f=7&t=21053
by Jackard
Fri Aug 05, 2011 11:51 pm
 
Forum: In Congress Assembled
Topic: Summary of this game regarding forum regulars
Replies: 110
Views: 10708

Re: Upgraded Village

I would like to see more depth to villages, but not this way.
by Jackard
Tue Jul 12, 2011 6:12 pm
 
Forum: Critique & Ideas
Topic: Upgraded Village
Replies: 13
Views: 1673

Re: A suggestion for the diminishment of Hearth Vault viabli

TheVampirate wrote:My suggestion is simple, and one I have thought about a bit before I post it. Dat suggested I post as he liked it so I shall.

To lessen the effectiveness of hearth vaults institute a crime bar.
A crime bar fills based on the amount of crimes you commit. The simple and main result is the inability to place a new hearth. You could take on more, but that is the basic one.
What this does is effectively make someone tracked by scents more accountable, as they can't just transport out (aside from villages of course) and pop down a new hearth. The filling of the crime bar would be based on the crime because as Dat pointed out, sometimes you are like "sure just grab it" or "hey can you smash my hearth for me"... tho for those people I would also suggest making a kin group with allowances for such occurences.

Anyway the bar would fill as follows.

Trespassing: Five minutes
Stealing:Five minutes per item stolen (subject to tweaking of course)
Assault: 12 hours (subject to tweaking)
Vandalism: 25 hours
Murder: 3 days

Important to note the bar would be capped at three days, so if you murder someone after assault you don't end up with 3 days and 12 hours. Also important to note tho is murdering another person right before the bar degrades will cause it to refill.

This means someone who has a hearth within a hearth vault can't jump as their wall is bashed. It also mean ranging will serve it's intended purpose.

"WE SHOULD ADD WHAT IS ESSENTIALLY MURDERCOUNTS BECAUSE EVERY OTHER PVP SANDBOX GAME HAS THEM"
by Jackard
Tue Jul 12, 2011 5:25 am
 
Forum: Critique & Ideas
Topic: A suggestion for the diminishment of Hearth Vault viablilty.
Replies: 30
Views: 2882

Re: discovery of combat moves and maneuvers

I suggested this before, when pointing out that Skills have become superfluous - a legacy mechanic - and that it would be possible to replace them entirely with Discoveries and Skill Values, maybe even giving villages themselves a tech/culture tree!

Focusing the entirety of your LP into Skill Values was a welcome part of the original Study system. That progression felt much more natural and easier to explain than dividing LP between both Skills and Skill Values. (And these two mechanics having such similar names can be confusing for new players!!)

Unlocking an entire group of recipes by purchasing Skills seems more restrictive and unintuitive than the system could otherwise be. What exactly does a Wicker Breadbasket have to do with Hearth Magic or Carpentry? Why must one learn Animal Husbandry to discover ropemaking? Why must one learn Fishing before learning to Swim? Why does learning Glassmaking not unlock the bottle and glass recipes? What about when they add regional materials down the line? What if existing items are given additional uses unrelated to the skill they require, as ropes were? Tying bottles to Winemaking/Beermaking makes about as much sense as tying jars to Prospecting or Cartography!

The game not bothering to inform you of new unlocks does not help anything!
by Jackard
Mon Jul 11, 2011 2:36 am
 
Forum: Critique & Ideas
Topic: discovery of combat moves and maneuvers
Replies: 12
Views: 1576

Re: And then there were Clans!!

meh

why add something like this before improving villages? before improving mapgen? before sieges? before crafting?

fix the existing game, stop piling on new shit
by Jackard
Sun Jul 10, 2011 8:56 pm
 
Forum: Critique & Ideas
Topic: And then there were Clans!!
Replies: 8
Views: 1160
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