Bad Jorb and Loftar, Bad!

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Bad Jorb and Loftar, Bad!

Postby Raephire » Thu Jul 09, 2009 1:42 pm

Updating the game is important, and the recent update is tasty!

But after analyzing how it all comes together I find some mighty flaws.

Kiln/cart gates were keeping the game balanced away from griefers and idiots who store scents. This wouldn't be a problem if pathfinding were introduced as well as AFK auto-defense when being fought after a summon.

I am very concerned that griefers can now just collect scents and drill through cart gates and take illigitimate vengeance after days if not weeks of holding on to scents.

If the flume is gone, so too should the scent, from backpack, from container, from existance!

It looks to me that I may be moving out into Mordor where it's safe.

Bad Jorb and Loftar.

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Re: Bad Jorb and Loftar, Bad!

Postby Rift » Thu Jul 09, 2009 2:06 pm

shouldn't you post this in critiques.. or the update threade?
Regardless though, i share most of your concerns, however i really doubt being in mordor will help all that much.
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Re: Bad Jorb and Loftar, Bad!

Postby niltrias » Thu Jul 09, 2009 2:09 pm

Its definately going to get messy again. Kind of like the days of the altpocalypse, Im thinking.
I just wish the the end of vaults had come with some other sort of security feature.
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Re: Bad Jorb and Loftar, Bad!

Postby Raephire » Thu Jul 09, 2009 2:11 pm

niltrias wrote:Its definately going to get messy again. Kind of like the days of the altpocalypse, Im thinking.
I just wish the the end of vaults had come with some other sort of security feature.


That's exactly what I was thinking. Hense the spanking
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Re: Bad Jorb and Loftar, Bad!

Postby Potjeh » Thu Jul 09, 2009 2:13 pm

Has anyone tested how this destruction works with hearthfires? More precisely, can you destroy a hearthfire you're stuck on (ie cabin trap)?
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Re: Bad Jorb and Loftar, Bad!

Postby niltrias » Thu Jul 09, 2009 2:16 pm

Potjeh wrote:Has anyone tested how this destruction works with hearthfires? More precisely, can you destroy a hearthfire you're stuck on (ie cabin trap)?

Tested. Yes, you can
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Re: Bad Jorb and Loftar, Bad!

Postby loftar » Thu Jul 09, 2009 2:31 pm

My original thought was, indeed, that object destruction should come with fences and/or barricades. It looks like we forgot that in the meantime. I hope it doesn't cause too much trouble until we get around to them.

As for the scents, you are quite correct that they should disappear when their corresponding clues expire. That has been the intention all along, but the sub-optimal inventory implementation (which must be fixed) currently prevents it from being done in a good way. I'll try to hack together a fix.
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Re: Bad Jorb and Loftar, Bad!

Postby Raephire » Thu Jul 09, 2009 2:42 pm

loftar wrote:My original thought was, indeed, that object destruction should come with fences and/or barricades. It looks like we forgot that in the meantime. I hope it doesn't cause too much trouble until we get around to them.

As for the scents, you are quite correct that they should disappear when their corresponding clues expire. That has been the intention all along, but the sub-optimal inventory implementation (which must be fixed) currently prevents it from being done in a good way. I'll try to hack together a fix.


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Re: Bad Jorb and Loftar, Bad!

Postby loftar » Thu Jul 09, 2009 2:47 pm

I should mention, also, that I just fixed up object demolition so that it requires quite a bit of stamina (which we had, apparently, also forgotten at first). This way, demolition of more sturdy objects won't exactly be automatic.
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Re: Bad Jorb and Loftar, Bad!

Postby Ferinex » Thu Jul 09, 2009 2:54 pm

As long as we are a bit derailed- if you begin demolishing something and then stop, does it reset or does it pick up where it left off if you go back to demolish it again?
i guess they never miss huh
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