Things we miss...

General discussion and socializing.

Postby Jackard » Wed Feb 10, 2010 6:14 am

Sounds tedious. Moreso than usual, anyways

dirt roads were nice because they were easier to make than stone roads
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Things we miss...

Postby Grog » Wed Feb 10, 2010 12:16 pm

DarkConvict wrote:I don't know how much extra processing/storage this would take but if player(s) walked over a certain tile enough times could this wear it down to barran land, much like the dirt tracks that exist today in the countryside, walkers paths.

Obviously if not used for x no of days the road would become overgrown with grass.


that was my idea, too ^^
and of course - you have to be a little faster on that roads!
kinda "the settlers 3" ....
Favourite thread: viewtopic.php?f=9&t=3388
User avatar
Grog
 
Posts: 2747
Joined: Mon Feb 08, 2010 11:42 pm
Location: Germany

Re: Things we miss...

Postby Delamore » Wed Feb 10, 2010 2:23 pm

DarkConvict wrote:I don't know how much extra processing/storage this would take but if player(s) walked over a certain tile enough times could this wear it down to barran land, much like the dirt tracks that exist today in the countryside, walkers paths.

Obviously if not used for x no of days the road would become overgrown with grass.

It was found that tile decay is terrible for the server in the last thread about it.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Things we miss...

Postby DarkConvict » Wed Feb 10, 2010 4:06 pm

Scratch that idea then, alas the communication overheads of client server games.

When you think about the amount of data they have to send back and forward it does make me wonder how it all works anyway :)
DarkConvict
 
Posts: 114
Joined: Sun Feb 07, 2010 7:19 pm

Previous

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Claude [Bot] and 1 guest