Walljump Raiders.

Forum for discussing in game politics, village relations and matters of justice.

Re: Walljump Raiders.

Postby burgingham » Sun Jul 03, 2011 8:47 pm

If you just remove teleporting without at least something along the lines Potjeh often proposed, then I and probably alot more people are out of here. I am sure as hell not going to walk to our idol everything I need something from there. As inner city travel systems crs should definitely stay. (Not the place and time for this probably)
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Re: Walljump Raiders.

Postby Jackard » Sun Jul 03, 2011 9:26 pm

cant remove teleportation without working on some other things

Jackard wrote:So here's a list of various methods for encouraging mundane travel before you decide to do whatever with teleportation:

  • Easier to build milestones with no bounding box
  • Marching speed bonus (and no stamina drain for following milestones?)
  • Abstracted keys (replace keys with permissions)
  • Directional and/or map-based automovement
  • Players marking routes on maps, acts like milestones
  • Bridges
  • Faster stump removal
  • Designations for roadbuilding
  • Pack animals (i usually use alts for this but it gets annoying)
  • Hidden caches
  • Queueing movement with waypoints
  • Mounts
(i listed mounts last because they are probably more work than all of the rest)
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Re: Walljump Raiders.

Postby Vigilance » Sun Jul 03, 2011 9:29 pm

I also like those ideas, but bridges were impossible weren't they?

I personally use rafts ;)

Aracos wrote:Lol every single bug abusing post, end talking about siege mechanics. I think a good fix for this problem would be to remove all the XR system and teleport system. That would mean, keyalts, trading caravans, probably markets... a lot more of fun. If u remove teleport and put horses into game :D profit!. I dont want to see trebuchets or 8h rams, a thing u built during months cant be destroyed in minutes while u are offline.

Teleportation is a load of shit. All those ideas sound good ;)
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Re: Walljump Raiders.

Postby Jackard » Sun Jul 03, 2011 9:30 pm

Bridges are impossible with the current system. Developing them would necessitate changing that.
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Re: Walljump Raiders.

Postby TheVampirate » Sun Jul 03, 2011 9:47 pm

Jackard wrote:cant remove teleportation without working on some other things

Jackard wrote:So here's a list of various methods for encouraging mundane travel before you decide to do whatever with teleportation:


[*]Abstracted keys (replace keys with permissions)

[*]Mounts[/list]
(i listed mounts last because they are probably more work than all of the rest)


Could even have it as a "key ring" concept to keep it "period". An unlootable keyring that simply stores the "keys" (permissions) you have.
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Re: Walljump Raiders.

Postby virus_128 » Sun Jul 03, 2011 10:07 pm

fuck yeah, remove teleport pls.
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Re: Walljump Raiders.

Postby Saphireking65 » Sun Jul 03, 2011 10:27 pm

Key looting shouldn't be removed at all. Just make it harder for people to figure out where said keys go. I.E. not telling them "You don't have the key to that gate" instantly, and instead making them have to walk up to said gate before the message pops up.
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better luck next time.

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Re: Walljump Raiders.

Postby bmjclark » Sun Jul 03, 2011 10:42 pm

Saphireking65 wrote:Key looting shouldn't be removed at all. Just make it harder for people to figure out where said keys go. I.E. not telling them "You don't have the key to that gate" instantly, and instead making them have to walk up to said gate before the message pops up.


Removing keystealing wouldnt be all bad if the siege system gets a revamp
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Re: Walljump Raiders.

Postby tempwad » Sun Jul 03, 2011 10:52 pm

removing teleportation things will make game more hardcore.
trapped? masturbate.
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Re: Walljump Raiders.

Postby Aracos » Sun Jul 03, 2011 11:03 pm

Removing keystealing should stay as it is now.

And about walking to the places, wouldnt be too bad with some new things, like the things packard said.
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