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Dataslycer
- Posts: 1420
- Joined: Sat Jan 30, 2010 5:06 am
Re: Authority cap on "Revoke Privilege"
Or have it where the cost of revoking depend on when was the last time the personal claim is used. After each internal, the cost goes down by a percentage.
If you keep focusing on the shadow behind, you will not see the light in front of you.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
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Gulluoglu
- Posts: 122
- Joined: Sun May 16, 2010 5:08 am
Re: Authority cap on "Revoke Privilege"
Sounds good to me, may as well give it a shot by starting on the high cost side and see how things play out. If it sucks, reverse it.loftar wrote:I dunno. If a claimant has quit or moved on, it is likewise annoying to have to wait a month or whatever the expire time would be. Maybe a better solution is to create a similar "revocation" action for non-affiliated characters, at the cost of, say, twice as much LP as was put into the claim in the first place? Maybe modified by the time the claim has been inactive (by some, maybe not entirely obvious, metric)? It feels quite risky, though.Potjeh wrote:The problem should be addressed by making unused personal claims expire somehow.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Authority cap on "Revoke Privilege"
Yeah well grass and clearcutting is a bigger problem, but these things should plague areas not well taken over, or at least I don't see a reason why it doesn't, one person being careful in 'your area' can fuck you over big time. C3 has many clearcut areas that make it a bitch to hunt so I have to go hunt elsewhere.Potjeh wrote:The problem is that the world will end up a giant junkyard soon enough if nature doesn't reclaim work of people who stopped playing. It's not so much a problem now that we have resets twice a year, but once the game goes gold a world should last 3-4 years at least.
This is a lot worse than a single rotting claim that I can spend some time to work around.
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As for the revoking with LP, sounds cool. But will someone who saves up let's say 1mil LP be able to just walk in and declaim your claim? If the claim is on village claim can it not be revoked in such a manner?
What about small claims? Won't we see abuse?
What about barter stand claims in nople? For them to work they have to be off of village claim and on personal claim, if this is made anyone with 50k LP can pop in and fuck me over by removing my claim and kicking my stand's asses on an alt.
I can't expand my stand any further so this is a real problem, I can't put more LP into it to stop intruders without expanding it, so unless there's aw ay to do this as well, this will indeed mess up many things.
Now, if you let me pour tons of LP into the claim to 'store' and then you can expand via that 'store' as well.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Authority cap on "Revoke Privilege"
That shouldn't be true, though; as long as you are the "current owner" of the stand (by having put stuff in it), transgressing against it should leave theft and vandalism scents as if it were claimed. Do you find that not to be the case?DatOneGuy wrote:What about barter stand claims in nople? For them to work they have to be off of village claim and on personal claim, if this is made anyone with 50k LP can pop in and fuck me over by removing my claim and kicking my stand's asses on an alt.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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barra
- Posts: 446
- Joined: Mon Jul 05, 2010 2:08 pm
Re: Authority cap on "Revoke Privilege"
I was under the impression that barter stands need to be half-on a claim to be the "owner". If someone removes his claim, anyone can empty the stand without scents.loftar wrote:That shouldn't be true, though; as long as you are the "current owner" of the stand (by having put stuff in it), transgressing against it should leave theft and vandalism scents as if it were claimed. Do you find that not to be the case?DatOneGuy wrote:What about barter stand claims in nople? For them to work they have to be off of village claim and on personal claim, if this is made anyone with 50k LP can pop in and fuck me over by removing my claim and kicking my stand's asses on an alt.
Perhaps "declaiming" should drop a vandalism scent?
loftar wrote:You do appear to need a good trolling.
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Tacheron
- Posts: 837
- Joined: Fri Apr 16, 2010 12:11 pm
Re: Authority cap on "Revoke Privilege"
The idea of using LP to remove a claim COULD be a good one, although as DoG mentioned, it could also be abused. To avoid that, claims should have a timer before being able to be destroyed that way...let's say like a personal authority bar for personal claims? If you play, you get auth for both your village and your personal claim - if you stop playing it slowly drains away. So if it's used up, it can be destroyed.
On the other hand, that would bring up the question of alt claims which are not being worked upon...maybe have that auth replenished by all the people who have full access to the claim?
On the other hand, that would bring up the question of alt claims which are not being worked upon...maybe have that auth replenished by all the people who have full access to the claim?
This is not a test of power
This is not a game to be lost or won
Let justice be done
This is not a game to be lost or won
Let justice be done
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Authority cap on "Revoke Privilege"
Clearcuts should recover, of course. An area left completely alone for an extended period of time should revert to it's natural state almost completely, leaving just faint clues that it was once inhabited.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Authority cap on "Revoke Privilege"
Well the problem is that they would still leave scents but they can empty everything out of the claim and claim ownership. On a claim it seems you can't do that (as far as I tested I wasn't able to anyhow).loftar wrote:That shouldn't be true, though; as long as you are the "current owner" of the stand (by having put stuff in it), transgressing against it should leave theft and vandalism scents as if it were claimed. Do you find that not to be the case?DatOneGuy wrote:What about barter stand claims in nople? For them to work they have to be off of village claim and on personal claim, if this is made anyone with 50k LP can pop in and fuck me over by removing my claim and kicking my stand's asses on an alt.
I also (as is common with others) leave a chest/large chest of goods on the claim to restock barter stands or carry stuff off, I'd also lose that. That's more of a problem of the way we practice using barter stands than anything but as it stands I use my claim 100% for the defense so that I can see when someone steals something or touches something or what have you.
Another thing to keep in mind is XMPP, I've been trying to set it back up properly but I do plan on using XMPP to get live alerts in the case someone does something. Are you able to add XMPP to barter stands we 'own'?
Actually I was curious as if it was able to be added to village claims as well although I guess that'd be very complicated to manage properly?
I agree but only to some extent. I think that you should have to work to save your area, you shouldn't allow clearcutters and should kill them all on sight, it's not cool I don't care if they're going for LP, they're a natural evil and clearcutting is a good thing as it gives even low levels a way to 'stick it to the man' since they can't fight fair they can at least take us down in one way by making us spend weeks rebuilding the forests if we don't get there in time. However, I think that the forests should slowly expand (And that this problem is mostly noticed because of the lack of new trees sprouting) over the grass and such, and that they should turn anything encompassed by trees in at least a few directions (similar to how trees must sprout) as 'forest'. This would allow planting an area you want forest with a few trees in order to properly convert it so that people who want a tree or two on their claim for decoration can enjoy their 'grass', and those of us who need to plant personal tree groves can do that as well without waiting 4 months worth of trees for that one single tile where the tree needs to go to turn back to forest.Potjeh wrote:Clearcuts should recover, of course. An area left completely alone for an extended period of time should revert to it's natural state almost completely, leaving just faint clues that it was once inhabited.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Authority cap on "Revoke Privilege"
Well of course clearcutting should be problematic, since it takes place over a short period of time. Recovery of nature should be very slow, especially when it's been badly damaged. It should take like a year for an abandoned village to fully revert to nature (with some overgrown ruins left behind). I just feel it'd be immersion breaking to constantly bump into claims while exploring such a place.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Authority cap on "Revoke Privilege"
I hope you mean an ingame year, because as it stands that'd be very... uggh.Potjeh wrote:Well of course clearcutting should be problematic, since it takes place over a short period of time. Recovery of nature should be very slow, especially when it's been badly damaged. It should take like a year for an abandoned village to fully revert to nature (with some overgrown ruins left behind). I just feel it'd be immersion breaking to constantly bump into claims while exploring such a place.
Also replanting effort should help and not need to be done 'so' much, it seems trees spread forest in a 20 tile radius, why not have planting trees 40 tiles apart (so that they spread forest or plant trees, whatever).
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