claiming/walling resources

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Re: claiming/walling resources

Postby shubla » Mon Mar 27, 2017 1:53 pm

Sieging any place is difficult enough.
Especially if its being defended.
Its too much effort for these natural resources which dont offer that much value compared to effort that you need to siege places surrounding them.
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Re: claiming/walling resources

Postby Kearn » Mon Mar 27, 2017 11:19 pm

i think perhaps the slow, static ones should remain but also be complemented by more quickly respawning dynamic spawns

said dynamic spawns would be removed after collection and reappear after a semi-random timer somewhere else on an applicable tile

dynamic rock crystals, for instance, would slowly shift towards being hidden in caves as all the mountain spawns were collected, incentivizing interaction with the underworld

salt would also spawn on waterways and not just mountains, and ice would rotate around the mountains

even static things like headwaters could spawn as small springs, and miniature geysers and clay pits also seem reasonable. perhaps there could even be combinations of resources (e: https://en.wikipedia.org/wiki/Mudpot and https://en.wikipedia.org/wiki/Mud_volcano could produce both spring water and pit clay)
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Re: claiming/walling resources

Postby spawningmink » Tue Mar 28, 2017 12:07 am

i think the randomly spawning resources is a good idea, or unable to build walls on mountains due to strong icy winds
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Re: claiming/walling resources

Postby Nek » Tue Mar 28, 2017 1:15 am

I like the way this walling up of resource nodes on mountains bullshit was brought up at the start of the world, when only a few nodes had suffered that fate, but lo and behold nothing was done about it and now mountains are just a shit show of palisades + village claims everywhere.

I'm sorry but this is just the saddest oversight ever, it could have been fixed with minimal work, but the stubbornness in not wanting to nuke somebodies shitty little palisade and making building unable to happen on mountains has lead us to the point we're at now.
I'd like to be a little nicer about the situation but holy shit, it was brought up as an issue so early on and rather than being treated as a fairly large problem, is was tossed on the pile of small issues to deal with whenever.

We have 2 (two) solid ideas that nobody has any objections about that immediately fixes this issue with absolutely no negatives. Can we actually see one of them implemented before the next world rolls around?
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Re: claiming/walling resources

Postby spawningmink » Tue Mar 28, 2017 2:56 am

Nek wrote:We have 2 (two) solid ideas that nobody has any objections about that immediately fixes this issue with absolutely no negatives. Can we actually see one of them implemented before the next world rolls around?

agree 100%
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Re: claiming/walling resources

Postby Itanu » Tue Mar 28, 2017 3:00 am

I disagree with the random spawn idea- the whole point of resource nodes is to encourage hostile non-siege interaction between factions, not make them some kind of random find.

The not building on mountains, however, is the logical solution to the problem. Resources being on water was a good way of not getting fags walling stuff in, until people started claiming and putting down knarr signs.

On another note, why is taking from a vclaimed source even considered a crime? You aren't even supposed to be able to claim them, so i don't see any reason for it to be considered stealing to take from a claimed resource.

I also see no downside to not being able to vclaim resources. Obviously the existing vclaim would have to stay, but apart from that, there is no real downside. You just have to plan you base around natural resources just like any other feature of the landscape.
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Re: claiming/walling resources

Postby Kearn » Tue Mar 28, 2017 3:36 am

Itanu wrote:I disagree with the random spawn idea- the whole point of resource nodes is to encourage hostile non-siege interaction between factions, not make them some kind of random find.


ideally you'd have both static spawns and random spawns. the static spawns would remain stationary and provide a constant, dependable supply, while dynamic spawns would appear in progressively more inaccessible and far-flung areas of the world, requiring active exploration to discover. the static spawns would still be available for larger factions to fuss over, while dynamic spawns would provide a smaller supply of the resources in random areas, which allows hermits and other localized small groups to have occasional access to said resources without having to deal with a ridiculous trade monopoly
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Re: claiming/walling resources

Postby spawningmink » Tue Mar 28, 2017 6:40 pm

would really like @jorb input on this...also why they are way too lazy/scared to nuke palis and claims around them
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Re: claiming/walling resources

Postby shubla » Tue Mar 28, 2017 7:20 pm

Itanu wrote:I disagree with the random spawn idea- the whole point of resource nodes is to encourage hostile non-siege interaction between factions, not make them some kind of random find.
.

If devs intended that people would just wall them off and then others give up they have succeed.
I dont think that was their intention.
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Re: claiming/walling resources

Postby Gigglepuddy » Tue Mar 28, 2017 8:46 pm

i have yet to run into this issue and i have a claim and palisade that run literally right onto a world resource.hell, if i opened another claim on the other side i could claim and palisade off the entire thing.
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