bitza wrote:yeah i'll definitely have to say nople was by far the best attempt at having something nice :)
The AfO market was pretty nice too though. =o
bitza wrote:yeah i'll definitely have to say nople was by far the best attempt at having something nice :)
TeckXKnight wrote:bitza wrote:yeah i'll definitely have to say nople was by far the best attempt at having something nice
The AfO market was pretty nice too though. =o
TeckXKnight wrote:bitza wrote:yeah i'll definitely have to say nople was by far the best attempt at having something nice
The AfO market was pretty nice too though. =o
bitza wrote:Amanda44 wrote:Now though, i've been here long enough to be a lot more aware of the pvp aspect, including attack and defence systems and i'd like to know how established players feel about them and what they think is wrong with the current system.
Edit: Or link me, if no-one wants to go through it again.
ok well, since you asked, i'll try and keep my ideas short:
1. remove fast travel with the possible exception of hearth fires - this eliminates most, if not all, possibilities of walljump abuse (you can totally still jump walls btw)
2. remove keys, and replace with more conceptual gate opening, such as permission from the lawspeaker or a previously discussed lever system, or something
3. brickwall should be hand-breakable, but there should be a cap on sqrt(str) such that a brickwall will still take hours to knock down regardless of strength.
4. any object which needs to be flagged "unbreakable", needs to have a condition imposed that they cannot be built within X tiles of each other (statues, etc)
5. personal claim needs to work more as a deterrent for criminal acts. it doesn't matter if you leave scents, if you live in an unassailable fortress. maybe some sort of passive home defense system, or the ability to lay hidden "traps" on your claim that will hurt tresspassers?
zacty wrote:its like one big, happy, violent family
Tonkyhonk wrote:agh
rams are not the point of the issue.
the biggest issue many people claimed was that almost all major raids could only happen when either one side uses bugs/exploits or one side going inactive.
most important part was that when you track down a perp and once successfully starts seiging after rams get dry, the perp could just travel to another vault to get away with it and rangers had to go thru all over again from the scratch.
some even crashed the server to get away, some used bugs to get away. things werent working as they were supposed to but just bug/exploit race, as if winning was about "finding the bug/exploit first and keep it secret"
and by then, devs didnt have time to do something about it at all due to salem. most, if not all, of the new features of salem systems are coming from what devs thought might work better from what they read, heard and saw in haven.
Tonkyhonk wrote:orz
i knew i shouldnt have tried.
Amanda44 wrote:Edit: I'm not trying to argue with you, in case you misunderstand me, i'm just trying to understand.
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