New mechanics, death penalty

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Re: New mechanics, death penalty

Postby Powowclouds » Fri Jun 21, 2013 5:50 pm

APXEOLOG wrote:
burgingham wrote:No it isn't. It isn't you who gets to decide what is a feature.

Just because you are able to do something doesn't make it inherently good. Stop signs and rules are there for a reason.

It is logic.
(We have no official rule to not use summon abuse) + (Summon abuse hasn't been fixed) => Summon abuse is legit[/quote

The fact you call it abuse hints that you know your wrong.. Being a newb and not even knowing that this was possible i will take a slightly different side of the argument. If you considered this to be "good" bug abuse then how come its not posted in the "how do I" to help newer players like myself use this "good" mechanic. If its such a "good" way to play the game, how come this mechanic wasnt being relayed to the general public as the most awesomest (made up word on purpose for all the nerdlingers, who will complain) form of moving items magically without the time the actual mechanic of walking/boating back costs. Why is there walking in the game? By your form of thinking.. because you use a bug alot and it causes no direct harm to another player, just allows you to speed past the general public using abuse, then you should be warned so that you dont lose your advantage that you have gained so far?

I have a feeling that Ramones knew this was some form of abuse that was not accepted by the devs but was also under the impression that it wasnt going to be fixed, which is a viable thought process as there are "accepted" forms of abusing.. IE kiln/smelter fuel glitch. I believe you are more upset that you lost a high LP character and no one warned you that your abuse had been fixed. However, getting mad at the devs for not posting that they fixed a certain mechanic that was never intended to begin with baffles me. To tell you the truth, if you were using this method of foraging you are just as "bad" as anyone that ram abuses, wall jumps, or bots. All of these are done because ppl dont want to waste time with whatever mechanic doesnt suit them. Your mechanic that doesnt suit you just happens to be walking.. :?
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Re: New mechanics, death penalty

Postby Flame » Fri Jun 21, 2013 6:32 pm

I never know that village teleport was a bug.

really..that easy thing, a bug?
oh god, loft. C'mon.. is a TELEPORT.
*facepalm*


then everything that have sense in this game is prolly a bug. ._.
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Re: New mechanics, death penalty

Postby Sevenless » Fri Jun 21, 2013 6:34 pm

Flame wrote:I never know that village teleport was a bug.

really..that easy thing, a bug?
oh god, loft. C'mon.. is a TELEPORT.
*facepalm*


then everything that have sense in this game is prolly a bug. ._.


It's not 100% certain it was an intended feature. But it's pretty clear summoning was never meant as a way to call in an army once you got trade oathed into a village for example.
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Re: New mechanics, death penalty

Postby ramones » Fri Jun 21, 2013 6:48 pm

For sure, they made a lot of changes we didn't know till we tested them. In w6 if you had no HF and was oathed to village, you could log out + login in wilderness. It used to be fabolous way to forage curios in different locations whole over the world and sometimes you even spawned inside of someone walls if they didn't had claims up already (which was kinda fun for those who did it). They fixed that too, so for sure, we can expect many other changes.
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Re: New mechanics, death penalty

Postby burgingham » Fri Jun 21, 2013 6:52 pm

I am not sure you understood what the exploit was, Flame. The exploit is that you can force summon alts without hearthfires to use them as your storage slaves that are whereever you are.
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Re: New mechanics, death penalty

Postby dagrimreefah » Fri Jun 21, 2013 6:54 pm

Just like Loftar. Instead of actually FIXING a problem through programming he implements some half-ass bullshit mechanic to prevent it, like the 1 hhp criminal scent mechanic.
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Re: New mechanics, death penalty

Postby cobaltjones » Fri Jun 21, 2013 6:57 pm

dagrimreefah wrote:Just like Loftar. Instead of actually FIXING a problem through programming he implements some half-ass bullshit mechanic to prevent it, like the 1 hhp criminal scent mechanic.

I don't understand your complaint. What needs fixed here?

Summoning has always been intended as a way to punish those who commit crimes. Death upon summoning when there is no HF present is in line with these intentions.

What's the problem here? How isn't that working exactly as intended?
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Re: New mechanics, death penalty

Postby Patchouli_Knowledge » Fri Jun 21, 2013 7:07 pm

dagrimreefah wrote:Just like Loftar. Instead of actually FIXING a problem through programming he implements some half-ass bullshit mechanic to prevent it, like the 1 hhp criminal scent mechanic.


The 1 HP scent mechanics was to limit the amount of scents a toon can leave due to the fact that it was previously used as a mean to leave infinite amount of scent to DOS the server.
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Re: New mechanics, death penalty

Postby dagrimreefah » Fri Jun 21, 2013 7:08 pm

cobaltjones wrote:
dagrimreefah wrote:Just like Loftar. Instead of actually FIXING a problem through programming he implements some half-ass bullshit mechanic to prevent it, like the 1 hhp criminal scent mechanic.

I don't understand your complaint. What needs fixed here?

Summoning has always been intended as a way to punish those who commit crimes. Death upon summoning when there is no HF present is in line with these intentions.

What's the problem here? How isn't that working exactly as intended?

Nice way to cut out the work of the person summoning. That means if a criminal goes offline without building a hf even for a second, he's dead if summoned. The summoner doesn't even have to purchase murder, just rage (I assume). That's pretty shitty in my opinion.
Last edited by dagrimreefah on Fri Jun 21, 2013 7:09 pm, edited 1 time in total.
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Re: New mechanics, death penalty

Postby dagrimreefah » Fri Jun 21, 2013 7:09 pm

Patchouli_Knowledge wrote:
dagrimreefah wrote:Just like Loftar. Instead of actually FIXING a problem through programming he implements some half-ass bullshit mechanic to prevent it, like the 1 hhp criminal scent mechanic.


The 1 HP scent mechanics was to limit the amount of scents a toon can leave due to the fact that it was previously used as a mean to leave infinite amount of scent to DOS the server.

Yes I know what the 1hhp scent mechanic was made for. I still think its a loopy round-about way to go about taking care of that problem, though.
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