lol zox kills one forager and seems to have pissed off every moderator in game, surprised he isnt banned yet
but anyway back to the important issue: where is the clay at?
Amanda44 wrote:@ Apoc
Not every one uses auto-hearth, I mean obviously I don't know what the case was here, but I don't use the function simply because I feel it takes away from the mechanics of the game ... some client features I'm ok with, I love the alarms/warnings and the timers and the simplifications of the numbers but I don't use any of the 'auto' features. I also like to go on long foraging trips, get to know the map, look for better nodes and also it feels like an adventure to me, off out for the day to the far off mountains, or whatever.
MightySheep wrote:lol zox kills one forager and seems to have pissed off every moderator in game, surprised he isnt banned yet
but anyway back to the important issue: where is the clay at?
Patchouli_Knowledge wrote:MightySheep wrote:lol zox kills one forager and seems to have pissed off every moderator in game, surprised he isnt banned yet
but anyway back to the important issue: where is the clay at?
ApocalypsePlease wrote:
rebornzox wrote:This guy knows the things
Patchouli_Knowledge wrote:rebornzox wrote:This guy knows the things
I have no idea what you are trying to quote. And what is your side on this?
ApocalypsePlease wrote:Potjeh wrote:Well, we had no clue where Zox was at a time, and we are constantly scouting for resources like any other faction.burgingham wrote:We actually asked our guy the same when he died. He simply decided to take a long trip, checking resources and stuff.
Node scouting is the only thing that really makes sense. Without knowing what the forager was equipped with, there seems to be 2 possible reasonings for his actions based. If the forager was well equipped, zox could have suspected it to be a tracker trying to find him (assuming he already had scents out), and killed the forager without the foresight of the consequences it would bring. The alternative if the forager did not look well equipped, zox could have assumed that there would not have been any real consequence for leaving a muder scent that far out would be unlikely.We had no idea at that point anyone even lived up there. Besides...1 or 2 hours is still friggin far. I dont see the problem with us there, it was the middle of damn nowhere.
I guess in my mind, being a hermit far out would raise your level of paranoia with anyone who you come across. Not saying that the forager should not have been there, but not saying that he should not have killed the forager either.We would probably be killing people all day long if we treated travelers in such a radius around our city that way.
You probably live closer to a large portion of the playerbase than he does, he clearly seems more territorial over his area.Kaios wrote:That's a strange question, I guess the answer might be that in the pursuit of exploration for resources and just exploration of the map in general, large villages tend to build long roads.Neither player would know where the other is from, as was the case.
But they both have an idea of their location in their world, and the security of the area.How he got killed was actually quite the coincidence in this story (really bad timing and luck)burgingham wrote:It is a little embarassing but he had low shp and did not pay attention so he got kicked of his "empty" horse and was ko'ed... Then Zox walks in randomly (we assume) and killed him.
This part was not known to me, just "unlikely circumstances" as you had said. Lesson learned I guess.
Patchouli_Knowledge wrote:I have no idea what you are trying to quote. And what is your side on this?
rebornzox wrote:This guy knows the things
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