Game Development: Bye, bye, Brodgar.

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bye, bye, Brodgar.

Postby Potjeh » Sat Oct 31, 2009 7:42 pm

My thoughts exactly. As I said in that thread in C&I, along with village-built spawns we need "wild" spawns. To avoid having these wild spawns turn into what RoB is now, they should be mobile. We can pretend it's a barbarian invasion like the ones in Dark Ages or something.
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Re: Game Development: Bye, bye, Brodgar.

Postby sabinati » Sat Oct 31, 2009 9:25 pm

warrri wrote:Well you see what a mess the rob is right now? Why would any city want to have a personal messed up rob. ^_^


this
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Re: Game Development: Bye, bye, Brodgar.

Postby ryft » Sat Oct 31, 2009 11:25 pm

Would it be possible for someone to:

1. Make a newb account
2. Load him full of food to jack his strength up.
3. Suicide him and then reincarnate
4. Spawn in the middle of someones town and start destroying things.

I guess it is a long shot and a lot of work but it could be possible.
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Re: Game Development: Bye, bye, Brodgar.

Postby theTrav » Sun Nov 01, 2009 1:47 am

Wow, that's a lot more whining out of Del that I would have expected...

I'm not entirely sure what your goal is with your complaints Del,

Obviously Chernobyl has made enemies, and you throwing your weight around asking for protection makes you want to keep your location secret. I don't see how this update forces you do lose that, just get your goons to spawn in someone else's town and then go pick them up...

The City of Brodgar is there to help new players and has open immigration policies, I don't give a crap if they're "goons" or not or if they stay or go.
Feel free to direct players to spawn at TCoB and learn stuff until they're ready to move on (or not if they'd rather stay)

If that's not acceptable, grab some alts and make a mini village somewhere else in the middle of BFN and get your goons to start there and you can continue as you have been with the GEA.

The model the dwarves have with swamp crazed being the recruitment town and lots of other places with vetted players seems perfect for this system.

In terms of using this system to grief towns, I guess it could be done, but you're talking about losing 25%-50% of your characters stats to do that, even with the current ease of bear eating I think that's a pretty expensive way to cause a bit of irritation.
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Re: Game Development: Bye, bye, Brodgar.

Postby theTrav » Sun Nov 01, 2009 1:55 am

One thing I've just noticed.
Chieftan is unable to build the stones.
It's another thing that ONLY the lawspeaker can do, and our lawspeaker is practically inactive.

I very much suggest implementing some way of solving the single point of failure that's emerged in villages
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Re: Game Development: Bye, bye, Brodgar.

Postby Jackard » Sun Nov 01, 2009 2:29 am

What effect do charter stones have on civilization levels?

How difficult is it to destroy or remove charter stones?
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Re: Game Development: Bye, bye, Brodgar.

Postby Jackard » Sun Nov 01, 2009 2:31 am

it'd be funny to boycott these until game mechanics make them more beneficial
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Re: Game Development: Bye, bye, Brodgar.

Postby Ruggan » Sun Nov 01, 2009 2:40 am

ryft wrote:Griefing potential...


This, not to mention I could see cities walling in their stones and attacking any helpless trapped newbie that comes through for the hell of it. Sounds fun to me!
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Re: Game Development: Bye, bye, Brodgar.

Postby Krantarin » Sun Nov 01, 2009 5:16 am

I only read the OP, so I'm going to stick to this: Jorb, it's spelled "ceased" not "seized..." In all other things, you tend to have better English than I do... or maybe it was on purpose and I just got reverse-double-back-flip trolled.
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Re: Game Development: Bye, bye, Brodgar.

Postby bajuba » Sun Nov 01, 2009 6:25 am

Krantarin wrote:I only read the OP, so I'm going to stick to this: Jorb, it's spelled "ceased" not "seized..." In all other things, you tend to have better English than I do... or maybe it was on purpose and I just got reverse-double-back-flip trolled.


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