Recent changes

General discussion and socializing.
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Salient0ne
Posts: 18
Joined: Fri Jul 01, 2011 6:50 am

Re: Recent changes

Post by Salient0ne »

_Gunnar wrote: Last world I started my village as a noob a long time into the world. By the time i had to quit due to work, we had found gold, made q104 steel, q100+ trees, etc... all without owning any resource nodes. I was lucky to have certain very organized villagers. We were not "powerful" but we were certainly successful. Don't blame the game for you getting roflstomped, its because you don't know how to play efficiently.

But this is offtopic, and we should both stop.

I would also really like to hear from the devs about these changes. But i doubt that will happen :(
Last world eh, in a world where you could teleport away from danger? I'd like to see you do it now, where you cant step outside without getting insta killed by any asshat that passes by.
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Salient0ne
Posts: 18
Joined: Fri Jul 01, 2011 6:50 am

Re: Recent changes

Post by Salient0ne »

And of course noobs dont know how to play efficiently, and with this change chances are they never will learn.

This change just makes the strong stronger and the weak weaker. Depressing, reminds me of real life. Which, by the way, games should do the opposite of.

Im not saying auto-teleport was a good thing, there just has to be a better way to go about it than this. Noobs need a way to defend themselves: traps, smoke bombs, light sabers, nukes, cheat codes, something.

:x
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DDDsDD999
Posts: 5766
Joined: Fri Jul 02, 2010 12:31 am

Re: Recent changes

Post by DDDsDD999 »

Endora wrote:Finally you need to get the "not enough travel weariness" warning before clicking travel to village, not after waiting the 10 seconds.
This.
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Iva
Posts: 139
Joined: Wed Dec 28, 2011 7:36 pm
Location: Ukraine

Re: Recent changes

Post by Iva »

We can not to build a stake claim too close to another stake claim. Why not to do the same with the crossroads instead of a terrible increasing the cost of them?
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maze
Posts: 2819
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Recent changes

Post by maze »

Iva wrote:We can not to build a stake claim too close to another stake claim. Why not to do the same with the crossroads instead of a terrible increasing the cost of them?

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But but this will ruin my OP door! (you must ram my house down if you want my curi's!
PS: this is my door cuz a dam villager keep stealing my flotsam .... WHY DOES HE NEED 30 ANYHOW! in ONE NIGHT! my dam alts have to starve D:
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hiro
Posts: 151
Joined: Wed Apr 28, 2010 4:49 pm

Re: Recent changes

Post by hiro »

so much rage in that thread...u should know thats what jorb and loftar do for fix abusable thing :lol:
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WarpedWiseMan
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Joined: Fri Jun 25, 2010 8:34 pm
Location: A throne.

Re: Recent changes

Post by WarpedWiseMan »

While I like the fact that the devs are intervening and reacting to the bullshit game mechanics people continue to exploit, sometimes I think they just take the cheap and easy way out and instead of fixing an issue create a ripple effect of more and wider ranging problems (See: Not being able to tile shorelines stopping people from building island vaults fail).

The way to fix crossroads is to not allow them to be built within 2 tiles of each other. To stop people from fucking around and making exploitative clients, create a standard client with some of the coolest features from the Pachos/Enders etc. already in existence.
btaylor wrote:I have learned that the game doesn't follow the principles of mathematics. If you want something and the game is in a good mood you can get it, whatever it is. More often than not, however, the game wants you to die.
-Avatar by SacreDoom

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bitza
Posts: 1462
Joined: Wed Dec 30, 2009 2:07 pm

Re: Recent changes

Post by bitza »

lol, that's silly. if i can make one steel bar, i can make 20. and build whatever the hell kind of crossroad shenanigans monstrosity i want to anyways.

the better solution would be to make crossroad posts have no hitbox, we've all been saying this for a long ass time
Karede wrote: It takes a special kind of autism to play this game
mvgulik
Posts: 4098
Joined: Fri May 21, 2010 2:29 am

Re: Recent changes

Post by mvgulik »

WarpedWiseMan wrote:The way to fix crossroads is to not allow them to be built within 2 tiles of each other.
This should work to. If it would apply to crossroad and other objects in the same class. But probably would need some additional code/setting work. ... Ditching hitbox's for those objects is a nice alternative with the same desired effect.
... To stop people from fucking around and making exploitative clients ...
... Think someone just hacked your account ...
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burgingham
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Joined: Fri Aug 14, 2009 10:58 pm

Re: Recent changes

Post by burgingham »

Statues and banners will still be a problem then so I actually prefer my solution of treating all authobjects the same and removing their bounding box.

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