Critique: Game mechanics allow for dirty charter exploit

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Re: Critique: Game mechanics allow for dirty charter exploit

Postby MightySheep » Thu Jan 22, 2026 5:25 am

Why are we talking about evict ko in a situation where somebody ported into the middle of a random village like as though the method is even relevant?

I can aggro your character and close a fence gate and you are trapped forever. I could take my time shooting you with arrows if I wanted to especially if you have rage. I could call as many people as I want you're totally at my mercy. I could surround you with alts and logs because u can't pick things up or aggro them so you get stuck in place. I'm just spitballing here but wtf is this alternative scenario you're envisioning if evict ko is removed?

I agree it's a strangely unintuitive mechanic and I wouldn't care if it got removed because the alternatives honestly sound more fun.

This whole thread is trying to fix a problem that doesn't exist lol its like asking how do we solve the issue of getting beaten up when we walk into strangers houses? The question itself is ridiculous.
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Postby FaithfulToadd » Thu Jan 22, 2026 5:49 am

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Re: Critique: Game mechanics allow for dirty charter exploit

Postby MightySheep » Thu Jan 22, 2026 6:06 am

Why does it matter if its gate or charter the fact is its basic common sense you don't go into the middle of someone's home unless you trust them. Way moreso with charter than through a gate.

I can already imagine ppl porting to their own charter to get this 2 minute invulnerability to bash siege machines for free etc lol.

It's not instant ko evict timer is 30 seconds during which you can port unless you get aggrod then end of timer its ko
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Postby FaithfulToadd » Thu Jan 22, 2026 6:12 am

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Re: Critique: Game mechanics allow for dirty charter exploit

Postby MightySheep » Thu Jan 22, 2026 6:43 am

FaithfulToadd wrote:
MightySheep wrote:Why does it matter if its gate or charter the fact is its basic common sense you don't go into the middle of someone's home unless you trust them. Way moreso with charter than through a gate.

It just seems to me that Charterstones are for trade, primarily. Why have them if I, as a sprucecap, can't trust the person I'm trading due to a mechanic I've never had the opportunity to study?

Charterstone is a teleportation device, nothing more. There's no trade that doesn't require trust and there never has been. Not really sure why you're talking about studying mechanics again like as though evict even makes any difference to the level of danger, its like you ignored everything I wrote previously.

FaithfulToadd wrote:
MightySheep wrote:I can already imagine ppl porting to their own charter to get this 2 minute invulnerability to bash siege machines for free etc lol.

That is a fair criticism. Perhaps siege machines cannot be interacted with while under the effect of Lawspeaker's Grace? Perhaps Lawspeaker's Grace does not apply to realms where the thingpeace is broken? Or what is your solution? Talk to me.

For me to offer a solution I would first need to think there is a problem. Which I don't. This is a non issue. I wouldn't be opposed to them messing with the mechanics for no reason though since most of the time this type of random changes has some funny unforeseen abusable side effects.
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Postby FaithfulToadd » Thu Jan 22, 2026 6:57 am

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Postby FaithfulToadd » Thu Jan 22, 2026 7:32 am

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Re: Critique: Game mechanics allow for dirty charter exploit

Postby loleznub » Thu Jan 22, 2026 7:38 am

Ah yes, let's set the precedent of pushing dogshit patches for things that spruce caps like OP consider 'exploits' when it's literally actually not an exploit.


The real question is why are you going inside someone else's village if you don't trust them to not KO and loot you? It's literally as easy as not typing in the charter (because btw, the charter will disappear once it's been turned off from the list of visited ones) and if you do type on the charter and see the location is now wildly different, still teleporting to it???


The worst part of this thread is that there's many more just like it - sprucecaps who don't understand even 1% of the mechanica involved constantly creating awful threads which either detracts from jorbs development time, or reduces their willingness to even read through these C&I threads, reducing the chances of something actually worthwhile being implemented
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Postby FaithfulToadd » Thu Jan 22, 2026 8:24 am

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Re: Critique: Game mechanics allow for dirty charter exploit

Postby loleznub » Thu Jan 22, 2026 8:59 am

Go read the excerpt on why permadeath mate. Simply put, it's a necessary evil so you can prevent grieving on your property.

Also while you're at it, please also direct me to where the developers wrote 'As a host of a public gathering, in any form, whether it be meeting person or for trade, I should be unable to defend my property or seek revenge through intrigue and guile, by inviting people unto my property'. Please.
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