Jorb/loftar (House Blockading)

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Re: Jorb/loftar (House Blockading)

Postby sabinati » Thu Jun 20, 2013 4:56 pm

Sarge wrote:
painhertz wrote:Require one surrounding space around houses?

sabinati wrote:but i like building houses right next to each other ;_;

Not adjacent to a gate then.


it could be argued that one should not be able to build anything in the tiles in front/behind a gate. i'm not sure if it's possible to implement or what the implications would be, though.
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Re: Jorb/loftar (House Blockading)

Postby Sarge » Thu Jun 20, 2013 5:00 pm

If possible, even better then.
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Re: Jorb/loftar (House Blockading)

Postby NOOBY93 » Thu Jun 20, 2013 5:01 pm

sabinati wrote:
Sarge wrote:
painhertz wrote:Require one surrounding space around houses?

sabinati wrote:but i like building houses right next to each other ;_;

Not adjacent to a gate then.


it could be argued that one should not be able to build anything in the tiles in front/behind a gate. i'm not sure if it's possible to implement or what the implications would be, though.

Pretty sure it's possible. They disabled building 1 tile next to water, so...
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Re: Jorb/loftar (House Blockading)

Postby NOOBY93 » Thu Jun 20, 2013 5:11 pm

TeckXKnight wrote:Objects blocking gates has always been a problem, even in w3. What if there was the ability to designate something to decay while on your claim. This would induce a slow 3-4 day decay that would eventually remove an object that's on a claim. This won't interfere with sieging at all and will allow newbie and generally weak claim owners to remove things on their own.

This way we keep our houses next to each other and ward against similar problems in the future.

Good idea. At first I thought you meant the devs designate objects such as houses, I thought "wtf? Houses shouldn't decay on claims"
But then I realized you meant a player can designate.
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Re: Jorb/loftar (House Blockading)

Postby AnnaC » Thu Jun 20, 2013 7:12 pm

TeckXKnight wrote:Objects blocking gates has always been a problem, even in w3. What if there was the ability to designate something to decay while on your claim. This would induce a slow 3-4 day decay that would eventually remove an object that's on a claim. This won't interfere with sieging at all and will allow newbie and generally weak claim owners to remove things on their own.

This way we keep our houses next to each other and ward against similar problems in the future.


What about your old idea of having the claim owner get a bonus in demolition on their personal claim?
viewtopic.php?f=5&t=23073

Edit: I do like the idea of not being able to build directly adjacent to the opening of a gate, too.
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Re: Jorb/loftar (House Blockading)

Postby TeckXKnight » Thu Jun 20, 2013 7:47 pm

Unfortunately I was a bit naive when I suggested that and didn't consider the implications towards sieging. Even in that thread I was corrected. A decay over time shouldn't have that same problem though, I think.
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Re: Jorb/loftar (House Blockading)

Postby Jackard » Thu Jun 20, 2013 9:46 pm

AAlex wrote:I think it's an obvious fix, just remove houses from the game ;)
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Re: Jorb/loftar (House Blockading)

Postby DDDsDD999 » Fri Jun 21, 2013 2:25 am

sabinati wrote:it could be argued that one should not be able to build anything in the tiles in front/behind a gate. i'm not sure if it's possible to implement or what the implications would be, though.

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Re: Jorb/loftar (House Blockading)

Postby joojoo1975 » Fri Jun 21, 2013 2:30 am

that's one thing this game has in common with Eve online

Ass Hats will always find a way to exploit.

over in Eve(b4 I quit) it was expansion, then exploits found for that expansion, then nerfs for said exploits, then other exploits because of nerfs.

it was a never-ending cycle of exploitation.
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Re: Jorb/loftar (House Blockading)

Postby Jackard » Fri Jun 21, 2013 2:58 am

Kinda wish houses were just another type of vehicle so they never actually removed players from the world.
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