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sabinati
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Re: method for implementing old age/death
what? that barely happens
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Potjeh
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Re: method for implementing old age/death
Yeah, but it doesn't mean it never will, if measures are taken to encourage it. I'd like to see H&H play more like EvE than like ATITD.
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sabinati
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Re: method for implementing old age/death
well i guess it's possible that they could eventually have a persistent world but without A LOT of changes it's going to end up like the ring of brogdar
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Potjeh
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Re: method for implementing old age/death
Making fundamental changes is what alphas are all about 
This particular problem could be resolved with a more dynamic wilderness that overtakes inactive settlements.
This particular problem could be resolved with a more dynamic wilderness that overtakes inactive settlements.
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Onionfighter
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sabinati
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Re: method for implementing old age/death
so, regular resets then? or what?Onionfighter wrote:How about a semi-persistent world?
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DatOneGuy
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Re: method for implementing old age/death
No I think he means semi-persistent within the world.
As it stands you cut a tree it's down for good, you build a settlement it stays there.
but what if an uncared for settlement eventually just gets overrun with trees and after a few months there isn't a trace of it?
I don't thinkit can happen without pavement decaying if not near claim to be honest.
As it stands you cut a tree it's down for good, you build a settlement it stays there.
but what if an uncared for settlement eventually just gets overrun with trees and after a few months there isn't a trace of it?
I don't thinkit can happen without pavement decaying if not near claim to be honest.
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Potjeh
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Re: method for implementing old age/death
I think it could be handled with civilization map, as villages expire civ goes down and forest overgrows everything. Personal claims would have to work similar to villages, though. I'd like some moss-covered ruins to remain here and there, it'd lend the game some atmosphere without taking away from resources.
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sabinati
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Re: method for implementing old age/death
this would basically be required for a persistent world. road decay sucks though, i mean yeah it would be necessary but who wants to play road maintenance? and what about mines? what happens when they run out? what about boulders? what happens when they are all made into runestones that say "pumpkin head pwners"? etcDatOneGuy wrote: but what if an uncared for settlement eventually just gets overrun with trees and after a few months there isn't a trace of it?
I don't thinkit can happen without pavement decaying if not near claim to be honest.
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DatOneGuy
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Re: method for implementing old age/death
That would be very nice to see, I always thought they'd eventually work to this, I'm sure they will (or at least I'm hoping a lot)Potjeh wrote:I think it could be handled with civilization map, as villages expire civ goes down and forest overgrows everything. Personal claims would have to work similar to villages, though. I'd like some moss-covered ruins to remain here and there, it'd lend the game some atmosphere without taking away from resources.
Dunno, guess we'll find out though.sabinati wrote:this would basically be required for a persistent world. road decay sucks though, i mean yeah it would be necessary but who wants to play road maintenance? and what about mines? what happens when they run out? what about boulders? what happens when they are all made into runestones that say "pumpkin head pwners"? etcDatOneGuy wrote: but what if an uncared for settlement eventually just gets overrun with trees and after a few months there isn't a trace of it?
I don't thinkit can happen without pavement decaying if not near claim to be honest.
I would hate the road decay though, but what other way can trees properly take over? I mean I could think of a few but heh.
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