Hearth vaults.

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Re: Hearth vaults.

Postby Potjeh » Sun Jul 10, 2011 3:14 pm

Achilles wrote:We can't fix HV problem just by disabling large distance travel.

Hearth lock.
Perhaps, but there's no too much drama involving two large villages in forum.

Because we don't bother posting due to the extreme shittiness of the forums (thanks to random raiders).
It's not so bad if you know someone is weak after you knocked him out (actually, you already know is he worthy at this point). You can either spare his life or kill for debuff. All the game need is to make him knocked out instead of one-hit-killed, and optional warning message. And he should have some decent skills too, to prevent abuse.
As for ranger.. no need on that. If you hold opponent's summonable scents while killing him and he's not fresh-10ua-alt, then you automatically get buff.

Seriously, go read Jorb's posts.
Not too often, and not too much drama for everyone but involved villages.

If pewople were forced to actually band together almost every village would be involved in some way in any large conflict.
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Re: Hearth vaults.

Postby Poly1212 » Sun Jul 10, 2011 3:33 pm

Potjeh wrote:If pewople were forced to actually band together almost every village would be involved in some way in any large conflict.


Forced? I'd thank you very much to not impose your will on the rest of us.
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Re: Hearth vaults.

Postby rozn » Sun Jul 10, 2011 4:02 pm

Out of all the ideas, a good solution until they introduce a new sieging method would be the hearth fire lock. It's easier to implant then a whole new way to siege.
Certainly, in taking revenge, a man is but even with his enemy; but in passing it over, he is superior; for it is a prince’s part to pardon. - A wise friend.
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Re: Hearth vaults.

Postby Potjeh » Sun Jul 10, 2011 4:25 pm

Poly1212 wrote:
Potjeh wrote:If pewople were forced to actually band together almost every village would be involved in some way in any large conflict.


Forced? I'd thank you very much to not impose your will on the rest of us.

Forced by circumstances of course. You can choose not to, but swimming against the current should be hard.
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Re: Hearth vaults.

Postby Windforce » Sun Jul 10, 2011 5:05 pm

Poly1212 wrote:
Potjeh wrote:If pewople were forced to actually band together almost every village would be involved in some way in any large conflict.


Forced? I'd thank you very much to not impose your will on the rest of us.



I'm sure if enough hermits gets their ass handed to them by raiders, they'll band together to fight back, or just quit like most hermits do since they have the "we cant fight back against them alone" mindset.
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Re: Hearth vaults.

Postby Projeear » Sun Jul 10, 2011 6:40 pm

Y'know, increased decaying rates near water would fix this issue... Well, the ones near water, at least.

subsidence, and all.
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Re: Hearth vaults.

Postby sabinati » Sun Jul 10, 2011 6:45 pm

nope.avi
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Re: Hearth vaults.

Postby TheRedHun1 » Mon Jul 11, 2011 5:27 am

Well I think we are focusing too much on the brick walls and getting in. I like the hearth fire lockdown but that seems a little ahrsh and whats the point of being a criminal if you can't get away with it? I think we are looking at this all wrong. A better medium would be simple, so the criminal has the chance to get away, but he doesn't rule the game.

-Force it so HF, village Idols, and Cross Roads are required to be built above land and outside of buildings and can't be built under ground.
-HF and Cross Roads are destroyable by range.

With these two simple updates it solves a whole lot of problems. One a range can destroy the hearth fire or cross road. Second the criminal will log on ready to vault hop but in the end can't because no more ways to hop other than to an idol but doesn't waste so much time. And then if you do mange to kill him from sniping him over the walls you can easily ram it down after his deaths and get the loot. If teleports you can go and repeat till he has no locations left to hide and with this it makes it fast and easy but simple and balanced.

The criminal can't keep getting away and the person trying to get in doesn't have to wait on rams.
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Re: Hearth vaults.

Postby Spiff » Mon Jul 11, 2011 5:55 am

Just fix crossroads/teleports working out of inaccessible locations, change keys to work like passes where if you possess one, you can get in/out of the gate, but there's no holding it open for others (no more key alts). Then you have some good drama :D
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Re: Hearth vaults.

Postby rozn » Mon Jul 11, 2011 6:41 am

Spiff wrote:Just fix crossroads/teleports working out of inaccessible locations, change keys to work like passes where if you possess one, you can get in/out of the gate, but there's no holding it open for others (no more key alts). Then you have some good drama :D

People would still use CR to get in and out and then a key alt will still be used to take in animals, and fix Crossroads.
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