Project: Ainran&Dis preservation

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

Re: Project: Ainran&Dis preservation

Postby RedKGB » Sun Mar 11, 2012 8:02 pm

Potjeh wrote:Yeah, I guess alt just for going to the market is fine if you wipe your ass with RoBs and camembert.


Well seeing how my trade alt has no skills, no clothes( I keep her topless), and has not eaten for months, and yet does a great job jumping to villages, and back.... I really dont see a problem with useing alts.

If there is a bug in the system, or a glitch that is not known, please share, I am more then willing to learn as much as possible.
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Re: Project: Ainran&Dis preservation

Postby LadyGoo » Sun Mar 11, 2012 8:05 pm

Nummy
So if I understand you correctly you will choose specific traders to get protected barter stand. What about others? Do we have to pay to get protected stand or you choose only friends or by what criteria?

Noope. The brickwall area is to protect barter stands. Ofc there is mansions to protect customers if someone from outside will came to shoot at them. Protection covers everyone who came with peace from everyone who's aggressive.
Potjeh
So if I were an enemy of yours all I'd have to do is AFK at the market until my scents expire?
Yeah, you pretty much can. But the thing is that Dis makes its kills mostly without using scents :D I do not recall when we last killed an enemy via summoning. Also, I do not think they trust us this much to stay in the trading area for a long time or ever show themselves up.
Or if you alone have the good will but other dudes just wait for a kill ?

It was answered that the decision of making the SG peacefull lies on the will not only 1 person, but many. It's Dis and Ainran people's decision, not only mine. Chieftain is not an actual ruler, he's a coordinator.
People, really try to read at least my posts since it seems, that people starts asking the same one which were asked before.
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Re: Project: Ainran&Dis preservation

Postby Potjeh » Sun Mar 11, 2012 8:08 pm

RedKGB wrote:Well seeing how my trade alt has no skills, no clothes( I keep her topless), and has not eaten for months, and yet does a great job jumping to villages, and back.... I really dont see a problem with useing alts.

You expect them to constantly be swearing people in? There's a reason they're doing this with crossroads, you know.
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Re: Project: Ainran&Dis preservation

Postby RedKGB » Sun Mar 11, 2012 8:15 pm

Potjeh wrote:
RedKGB wrote:Well seeing how my trade alt has no skills, no clothes( I keep her topless), and has not eaten for months, and yet does a great job jumping to villages, and back.... I really dont see a problem with useing alts.

You expect them to constantly be swearing people in? There's a reason they're doing this with crossroads, you know.


Since you appear to know how the cross roads works better then I, please let me know. As far as I know there is no limation to distance, and with or with out a hf does not matter. Like I said, I am willing to learn, please share.
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
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Re: Project: Ainran&Dis preservation

Postby iceheart » Sun Mar 11, 2012 8:21 pm

This is the tricky part about ranging, scents are just one side of the story and a very shallow story it is. There are a good amount of branching possibilties which requires some conversation skills and detective thinking which not everyone has. There may be a good chance that Dis may end up siding with the wrong person if the are not thorough with their investigation.

As mentioned, someone may scent bait with a theft alt to be summoned kill and give the scent to Dis. Scents aren't even needed for this to happen either. The accident with Sodom and Saltmummy with Chris as the instigator is an example. Sometimes there is no wrong side which not only requires detective skills to realize but also mediator skills to resolve.

Basically, true ranging isn't just a summon or force of arm job.

@KGB the limitation is your agility.
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Re: Project: Ainran&Dis preservation

Postby bmjclark » Sun Mar 11, 2012 8:21 pm

Even without a HF it still takes TW for a CR
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Project: Ainran&Dis preservation

Postby RedKGB » Sun Mar 11, 2012 8:54 pm

Very cool, what is the ratio of agi to distantce?
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
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Re: Project: Ainran&Dis preservation

Postby Mcporkins » Sun Mar 11, 2012 9:40 pm

10 agi per 1000 tiles, if i recall correctly. but its not about being afraid to trade, I trade quite well with my neighbors, thats how we roll. what my point is, is that for a U.N. to work you need everyone who owns a village to step up and participate. and i dont see villages like A.D. or Odditown peacefully sitting down to talks while their delegates order raids. the thing is, you seem to want the flowery "lets all get along" kind of gaming experience in this game. But I am afraid that will not happen. call it gaming inequality. whos to say anyone will have an equal voice, from the huge cities to the small settlements?
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Re: Project: Ainran&Dis preservation

Postby RedKGB » Sun Mar 11, 2012 9:58 pm

Like I said before I dont disagree with you that villages will want to play there own way. Like in the real world, countiers that dont work or play with others are snactioned against, and denide a seat at the table. Small countries do have a voice but is so small that it is drowwned out by every one else talking. If I was niave to think that it would work, then I would not have one brick wall up, and working on a secound one. What I do 100% know is if people dont try then nothing will happen. A journey of a thousand miles begins with a single step.

We could be seeing the first steps now. Only time and effort will truely tell.
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
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Re: Project: Ainran&Dis preservation

Postby fallout » Sun Mar 11, 2012 10:18 pm

Mcporkins wrote:10 agi per 1000 tiles, if i recall correctly.

Not sure how correct that is, if at all. I remember a thread somewhere that had Loftar trying to explain how agility affect travel weariness and it was the most confusing thing anyone has seen.

edit: It wasn't that hard to find, however I'm in no condition to begin understanding it.... http://www.havenandhearth.com/forum/viewtopic.php?f=7&t=11917&p=131083&hilit=+travel+weariness#p131083
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