rye130 wrote:Koya does raise a good point though I think. Curiousities definitely promote "test tube hearthlings". A hearthling that spends it whole life in a vault being force fed curiousities. It essentially never needs to leave the vault at all.
Mvpeh wrote:Teleportation being taken out - I agree.
However, with Hearth Fires.. it would be hard to think about not being able to teleport back to them.
Can anyone elaborate on an alternative to teleportation based on a Hearth Fire?
EyeOfRa wrote:You have o be able to teleport to a HF, you could visit someone you thought was a friend, who could then wall the point you logged off in, and then, bang, insta death, no scents.
Karede wrote: It takes a special kind of autism to play this game
bitza wrote:the only way i can forsee to remove hearth fires would be to make possible to summon at claim. what this would mean, then, is people would never extend personal claims past their wall, opening up a major security hole in plot design (easier wall-ins).
Whippet wrote:Perhaps make it so the perpetrator is summonable by their Claim Stake?
However, it would be a requirement that the summoner stand next to the Claim Stake, and as such must breach any walls protecting the stake before summoning.
edit: and this isn't really feasible in the event of a player training up theft or vandalism, but not yeomanry.
Karede wrote: It takes a special kind of autism to play this game
Karede wrote: It takes a special kind of autism to play this game
bitza wrote:where does the player go, if the bed is destroyed while they are sleeping?
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