A road that can't be followed should not be travel-able

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Re: A road that can't be followed should not be travel-able

Postby shubla » Wed Feb 01, 2017 7:24 pm

People have spent hundreds of hours building roads, that might nee dto be completely rebuilt if your crappy idea is ever implemented.
You want to make all of them suffer?
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Re: A road that can't be followed should not be travel-able

Postby borka » Wed Feb 01, 2017 8:09 pm

yes ... suffer you nolifer exploiters ;)

I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized
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Re: A road that can't be followed should not be travel-able

Postby Kaios » Wed Feb 01, 2017 8:23 pm

borka wrote:yes ... suffer you nolifer exploiters ;)

I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized


It's a fair point, a road that is built correctly and can be followed along entirely and maybe even has a travel point at both ends only ends up being a larger liability for that person than someone who put in less effort on their roads and did not build an end point at both ends.

Maybe the whole system needs to be re-thought a bit because putting in all that effort only for some raiding faction to use your own road to kill you is kind of shitty.
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Re: A road that can't be followed should not be travel-able

Postby Ysh » Wed Feb 01, 2017 8:29 pm

Kaios wrote:
borka wrote:yes ... suffer you nolifer exploiters ;)

I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized


It's a fair point, a road that is built correctly and can be followed along entirely and maybe even has a travel point at both ends only ends up being a larger liability for that person than someone who put in less effort on their roads and did not build an end point at both ends.

Maybe the whole system needs to be re-thought a bit because putting in all that effort only for some raiding faction to use your own road to kill you is kind of shitty.

Is there a good reason connecting road is crime? I think if you build fast travels and men use fast travels to travel to you and kill you fast, this is fair.

Also I think when extending road it can draw a line between the two arrows so I can tell if it will be blocked. Or at least make arrows of milestones visible when placing new milestone.
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Re: A road that can't be followed should not be travel-able

Postby Kaios » Wed Feb 01, 2017 8:34 pm

Ysh wrote:Is there a good reason connecting road is crime? I think if you build fast travels and men use fast travels to travel to you and kill you fast, this is fair.


Because of the reasons I just said, I put in effort in building the road and I put in effort creating and maintaining the claim it sits on so why shouldn't there be crimes involved when someone who doesn't own that road tries to do things to it?

What's the alternative? What if I don't ever build any roads. What if I just travel to other places with charter stones and only fast travel in that manner. The inherent risk involved in having your own charterstone is much less compared to having your own roads and yet charterstone travel is much safer than road travel.
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Re: A road that can't be followed should not be travel-able

Postby Ysh » Wed Feb 01, 2017 8:36 pm

Kaios wrote:
Ysh wrote:Is there a good reason connecting road is crime? I think if you build fast travels and men use fast travels to travel to you and kill you fast, this is fair.


Because of the reasons I just said, I put in effort in building the road and I put in effort creating and maintaining the claim it sits on so why shouldn't there be crimes involved when someone who doesn't own that road tries to do things to it?

What's the alternative? What if I don't ever build any roads. What if I just travel to other places with charter stones and only fast travel in that manner. The inherent risk involved in having your own charterstone is much less compared to having your own roads and yet charterstone travel is much safer than road travel.

The only thing they can do it is add some connection. They could not break it without scent.

Charterstone is more ''expensive'' (rock crystal) and uses travel weariness and requires charisma.
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Re: A road that can't be followed should not be travel-able

Postby Kaios » Wed Feb 01, 2017 8:46 pm

Ysh wrote:The only thing they can do it is add some connection. They could not break it without scent.

Charterstone is more ''expensive'' (rock crystal) and uses travel weariness and requires charisma.


Scents in relation to roads are a matter of opinion so there is no point arguing about that. I think connection being a scented action is fair, maybe you don't. Cool.

The only expensive aspect of charter stones are indeed the rock crystals. By the time most people have one the charisma requirements and travel weariness are not much of an issue. You don't even really need to use roads any more at that point once you get a nice collection of charter stones going... Unless of course you're a raider faction and you're scented on a regular basis.
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Re: A road that can't be followed should not be travel-able

Postby shubla » Wed Feb 01, 2017 8:54 pm

borka wrote:yes ... suffer you nolifer exploiters ;)

I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized

Exploiters?
Its not an exploit.
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Re: A road that can't be followed should not be travel-able

Postby Ysh » Wed Feb 01, 2017 8:55 pm

Kaios wrote:
Ysh wrote:The only thing they can do it is add some connection. They could not break it without scent.

Charterstone is more ''expensive'' (rock crystal) and uses travel weariness and requires charisma.


Scents in relation to roads are a matter of opinion so there is no point arguing about that. I think connection being a scented action is fair, maybe you don't. Cool.

The only expensive aspect of charter stones are indeed the rock crystals. By the time most people have one the charisma requirements and travel weariness are not much of an issue. You don't even really need to use roads any more at that point once you get a nice collection of charter stones going... Unless of course you're a raider faction and you're scented on a regular basis.

My point is that road and charter have different pro and con. When you say:
Kaios wrote:Because of the reasons I just said, I put in effort in building the road and I put in effort creating and maintaining the claim it sits on so why shouldn't there be crimes involved when someone who doesn't own that road tries to do things to it?

What's the alternative? What if I don't ever build any roads. What if I just travel to other places with charter stones and only fast travel in that manner. The inherent risk involved in having your own charterstone is much less compared to having your own roads and yet charterstone travel is much safer than road travel.

You make it sound like there is no reason to build road if it must be two-way. Road is still ''cheaper'' (but more labor intensive) and you do not need stat and such to use it. It is likely still worse overall, but I think not so bad that it is effective to taking road out of game. I think charter is supposed to be better than road in general.
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Re: A road that can't be followed should not be travel-able

Postby borka » Wed Feb 01, 2017 9:27 pm

To get back on topic: it's not about travel (which often works fine for the builders) but walking along ... means not bumping and stopping at every road sign ... and this goes mainly to certain long way wooden sign roads crossing a lot of the world ... which points out that they just have been build for one purpose ... porting fast into different regions ... while the stone sign roads mostly are restricted on certain neighbourhoods and work well ...

Granger wrote:Title has it: I see more and more roads (especially the stone kind) that are build in a way that following them is impossible - but they work for teleportations.

My suggestion is that the 'travel' option should check the exact path the character would take when actually following the road, which would lead to 'travel' working exactly as good (or bad) as 'follow' - removing the exploit of creating a road that can only be traveled and denying access to the milestone(s).
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