visitor gates & aggro

Thoughts on the further development of Haven & Hearth? Feel free to opine!

visitor gates & aggro

Postby MadNomad » Wed Feb 13, 2019 3:12 pm

this very weird gate mechanic forces people to build smallest possible cabins inside of their airlock gates to lose aggro, but could we get some dirt cheap 3x3 and 2x2 ones too for dirt cheap production cost too so they can fit in more airlock gate designs?
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Re: visitor gates & aggro

Postby Sevenless » Wed Feb 13, 2019 3:22 pm

Image

I'd like to say the mechanic is wrong, but I can't really see a way around it short of adding some weird rules to aggro.
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Re: visitor gates & aggro

Postby Hrenli » Wed Feb 13, 2019 3:30 pm

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Re: visitor gates & aggro

Postby MadNomad » Wed Feb 13, 2019 3:46 pm

Hrenli wrote:Image


YES!!!
I think that it fits the circumstances of the situation I decribed above, as you are literally going to shit your pants when you need to use one of these tiny cabins :lol:
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Re: visitor gates & aggro

Postby Hrenli » Wed Feb 13, 2019 3:49 pm

So another euphemism for #2 was born...

"Sorry, going to de-aggro, will be back soon".
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Re: visitor gates & aggro

Postby 2d0x » Wed Feb 13, 2019 4:20 pm

MadNomad wrote:YES!!!
I think that it fits the circumstances of the situation I decribed above, as you are literally going to shit your pants when you need to use one of these tiny cabins :lol:

Then the Altai extreme variant will speed up the process:
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Re: visitor gates & aggro

Postby MadNomad » Wed Feb 13, 2019 4:26 pm

lol what :lol:
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Re: visitor gates & aggro

Postby Granger » Wed Feb 13, 2019 9:24 pm

The 'can not traverse visitor gate while in combat' IMHO is a bad solution. Dosn't make sense that a character is blocked by thin air.
A debuff that discourages going through them while in combat would be better.
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Re: visitor gates & aggro

Postby MadNomad » Thu Feb 14, 2019 12:02 am

Granger wrote:The 'can not traverse visitor gate while in combat' IMHO is a bad solution. Dosn't make sense that a character is blocked by thin air.
A debuff that discourages going through them while in combat would be better.


the runaway would just close the gate and it wouldn't matter
but this is a better solution indeed!
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Re: visitor gates & aggro

Postby Sevenless » Thu Feb 14, 2019 12:11 am

Didn't there used to be just a visitor debuff where if you ran inside you couldn't do any crim acts except finish off your victim? Just having locks on houses for deaggroing would be fine without players jumping through hoops.

That said I don't know what these Vgates were trying to fix.
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