Durnion is Dead -- Raiders Strike Again...

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Re: Durnion is Dead -- Raiders Strike Again...

Postby boxedinacorner » Thu May 06, 2010 10:41 pm

Lightning2 wrote:The grids in the middle, and if it was a village, use crossroads and dont use a gate ever unless theres cows coming in or something.


Ya that was our future plan.. to use crossroads to get out. But at the moment we were upgrading our area and moving stuff around. If only they had've tried to raid us next week. Crossroads will have to be implemented sooner next time!
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Re: Durnion is Dead -- Raiders Strike Again...

Postby Domo » Thu May 06, 2010 10:42 pm

Can't trust anyone nowadays.


Are you saying you cant trust people to close gates?, People forget these things, Ive never ofcorse coz im great, but most of them are noobs xD
Unless he opend the gate for the raiders then if so whats his name and hs maybe some1 in here can go say hello ^^
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Re: Durnion is Dead -- Raiders Strike Again...

Postby boxedinacorner » Thu May 06, 2010 10:46 pm

Domo wrote:
Can't trust anyone nowadays.


Are you saying you cant trust people to close gates?, People forget these things, Ive never ofcorse coz im great, but most of them are noobs xD
Unless he opend the gate for the raiders then if so whats his name and hs maybe some1 in here can go say hello ^^


I think we just need heavier doors that are possibly spring-loaded! That way they'll close themselves... although it could knock a player out. Hmmm... well it was a valid thought!!

And settle down Mr. Ego. You were once a noob too! But yes, a number of things could've happened. I just REALLY, REALLY hope it wasn't that someone let the raiders in.
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Re: Durnion is Dead -- Raiders Strike Again...

Postby saltmummy626 » Thu May 06, 2010 10:52 pm

yes. the outer grids are filled with vicious barbarians and amphetamine driven hooligans. just move into the inner grids. D4 is safe. Bottleneck "takes care" of most evil doers in that area.
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Re: Durnion is Dead -- Raiders Strike Again...

Postby boxedinacorner » Thu May 06, 2010 10:55 pm

saltmummy626 wrote:yes. the outer grids are filled with vicious barbarians and amphetamine driven hooligans. just move into the inner grids. D4 is safe. Bottleneck "takes care" of most evil doers in that area.


The only thing that worries me about the more populated middle regions is the dwindling of available resources. Cuz ya know how people like to be idiots and clearcut forests? It's bad enough in my former area... and that wasn't horrible populated yet.
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Re: Durnion is Dead -- Raiders Strike Again...

Postby Domo » Thu May 06, 2010 10:59 pm

boxedinacorner wrote:
saltmummy626 wrote:yes. the outer grids are filled with vicious barbarians and amphetamine driven hooligans. just move into the inner grids. D4 is safe. Bottleneck "takes care" of most evil doers in that area.


The only thing that worries me about the more populated middle regions is the dwindling of available resources. Cuz ya know how people like to be idiots and clearcut forests? It's bad enough in my former area... and that wasn't horrible populated yet.

Most places that have no noobs in replant :)
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Re: Durnion is Dead -- Raiders Strike Again...

Postby Potjeh » Thu May 06, 2010 11:18 pm

Mind you, settling right next to our village is not appreciated. We need our personal space. Also, digging any clay/soil/water that's marked as ours is grounds for termination. Clear-cutting and other forms of environmental destruction are also not cool. But if you respect those conditions and don't go committing crimes anywhere, you're welcome to settle in D4.

Mind you, we can't *prevent* crime per se (game mechanics don't allow for that), but we do hunt down criminals.
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Re: Durnion is Dead -- Raiders Strike Again...

Postby Domo » Thu May 06, 2010 11:22 pm

Potjeh wrote:Mind you, settling right next to our village is not appreciated. We need our personal space. Also, digging any clay/soil/water that's marked as ours is grounds for termination. Clear-cutting and other forms of environmental destruction are also not cool. But if you respect those conditions and don't go committing crimes anywhere, you're welcome to settle in D4.

Mind you, we can't *prevent* crime per se (game mechanics don't allow for that), but we do hunt down criminals.

Just Wondering.. Do you take there stuff after you have killed them? and then give back what was stolen? if not don't that make u as bad as the thief's ?
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Re: Durnion is Dead -- Raiders Strike Again...

Postby boxedinacorner » Thu May 06, 2010 11:27 pm

Potjeh wrote:Mind you, settling right next to our village is not appreciated. We need our personal space. Also, digging any clay/soil/water that's marked as ours is grounds for termination. Clear-cutting and other forms of environmental destruction are also not cool. But if you respect those conditions and don't go committing crimes anywhere, you're welcome to settle in D4.

Mind you, we can't *prevent* crime per se (game mechanics don't allow for that), but we do hunt down criminals.



I wouldn't trust setting up camp next to anyones village. Too easy for others to wander around my area! But just wondering... I thought you couldn't claim water?
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Re: Durnion is Dead -- Raiders Strike Again...

Postby Potjeh » Thu May 06, 2010 11:28 pm

We take everything not nailed down, and destroy the rest. If we can identify owners we'll return some of the stuff, but we keep most valuables (think of it as our taxes, used to fund the police department). So what makes us better than them? We don't hit without provocation. So yeah, we don't pretend to be some paragons of virtue, and if you don't like that you can set up your shop elsewhere.

As for water, collecting it on claim leaves vandalism, just like soil and clay.
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