So, what if you have a crossroad at a non-vclaimed place and accidentally click destroy (like I just did with a cr) in stread of travel? You can't just grab a new sign in this situation.
Please change it so it asks if you're sure you wanna destroy it.
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krikke93
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- Location: Belgium
Destroying crossroad signs issue
Hope you have a great day
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Seizure
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Re: Destroying crossroad signs issue
I think J&L would rather fix the issue with cr's working on non v. claimed land instead.
I doubt that is intended...
I doubt that is intended...
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krikke93
- Posts: 3313
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Re: Destroying crossroad signs issue
why? it sucks to have it anyway. If you destroy it, it only leaves trespassing scents + you can't use it to tele somewhere or take a new sign.Seizure wrote:I think J&L would rather fix the issue with cr's working on non claimed land instead.
I doubt that is intended...
But this suggestion also involves crossroad far far away.
Hope you have a great day
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Seizure
- Posts: 1021
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Re: Destroying crossroad signs issue
As Ive always understood it, J&L have always regretted having fast travel in the game at all. I only disagree with them because of how convenient (and necessary) fast travel is for things like trade, and getting safely into/out of your own village. If they found decent solutions to these problems, I would be glad to be rid of fast travel and all its unfairness. Fuck such a massive ability to project your power.
The fact that you can make a length of banners, make a cr at any place you can reach, then destroy all the banners and still have the CR work fine over that distance just stinks of exploit. I dont know why J&L left that bit in, I can only hope they see issues with cr's just being completely unusable I can not.
Dont get me wrong... I love the exploit. But it IS an exploit.
The fact that you can make a length of banners, make a cr at any place you can reach, then destroy all the banners and still have the CR work fine over that distance just stinks of exploit. I dont know why J&L left that bit in, I can only hope they see issues with cr's just being completely unusable I can not.
Dont get me wrong... I love the exploit. But it IS an exploit.
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Tonkyhonk
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Re: Destroying crossroad signs issue
Seizure wrote:I think J&L would rather fix the issue with cr's working on non v. claimed land instead.
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Windforce
- Posts: 846
- Joined: Fri Jul 16, 2010 1:58 pm
- Location: City of Bevelle
Re: Destroying crossroad signs issue
Fast travel is nice in theory but its totally being abused. Hardcore raiders wont be so willing to attack any village they want to if, they had to boat/walk/wagon all the way to the spot then boat/walk/wagon back to their base everytime. Imagine having to run back to your HV without fast travel and get ambushed outside of your HV.Seizure wrote:As Ive always understood it, J&L have always regretted having fast travel in the game at all. I only disagree with them because of how convenient (and necessary) fast travel is for things like trade, and getting safely into/out of your own village. If they found decent solutions to these problems, I would be glad to be rid of fast travel and all its unfairness. Fuck such a massive ability to project your power.
The fact that you can make a length of banners, make a cr at any place you can reach, then destroy all the banners and still have the CR work fine over that distance just stinks of exploit. I dont know why J&L left that bit in, I can only hope they see issues with cr's just being completely unusable I can not.
Dont get me wrong... I love the exploit. But it IS an exploit.
Lilith Ravenclaw
Lawspeaker - City of Bevelle (World 3)
Lawspeaker - City of Bevelle (World 3)
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Tonkyhonk
- Posts: 4501
- Joined: Fri Sep 10, 2010 6:43 am
Re: Destroying crossroad signs issue
hardcore raiders are still willing to attack any villages they find. we witnessed that in salem.Windforce wrote:Fast travel is nice in theory but its totally being abused. Hardcore raiders wont be so willing to attack any village they want to if, they had to boat/walk/wagon all the way to the spot then boat/walk/wagon back to their base everytime. Imagine having to run back to your HV without fast travel and get ambushed outside of your HV.
the worst part about having no fast travel is that raiders gather up and go raiding, while defenders cant call any help from friends or takes too long to get help (or helpers can get ambushed on their way), which makes raiding almost always a win.
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Windforce
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Re: Destroying crossroad signs issue
If players cant get help within 24hrs ..... . But this will make players want to live near stronger villagers so they can trade with them and be under a "sort of" protection from the big villages.
Faster trade and faster reinforcements from the big villages.
Faster trade and faster reinforcements from the big villages.
Lilith Ravenclaw
Lawspeaker - City of Bevelle (World 3)
Lawspeaker - City of Bevelle (World 3)
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Tonkyhonk
- Posts: 4501
- Joined: Fri Sep 10, 2010 6:43 am
Re: Destroying crossroad signs issue
let me recommend you to try salem before suggesting no traveling and you might see what im talking about.Windforce wrote:If players cant get help within 24hrs ..... . But this will make players want to live near stronger villagers so they can trade with them and be under a "sort of" protection from the big villages.
Faster trade and faster reinforcements from the big villages.
(made many newbs to want to join the raider group or pay tributes instead of trying to live near stronger villages.)
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Sevenless
- Posts: 7704
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- Location: Canada
Re: Destroying crossroad signs issue
Raiding and trading are core mechanics for the game though. Making raiding harder to do isn't always in the best interest of the overall game design.
Salem's removal of fast travel between towns limited the game in ways that felt more harmful than they were good. Another episode of more realism =/= better gameplay.
But this is a complete aside, I do agree xroads working off claim should be addressed as a mechanic. Either fixed so they're usable, or fixed out of the game. Sitting in the middle with a buggy half working thing seems unfinished.
Salem's removal of fast travel between towns limited the game in ways that felt more harmful than they were good. Another episode of more realism =/= better gameplay.
But this is a complete aside, I do agree xroads working off claim should be addressed as a mechanic. Either fixed so they're usable, or fixed out of the game. Sitting in the middle with a buggy half working thing seems unfinished.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system