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shockedfrog
- Posts: 182
- Joined: Fri May 29, 2009 6:04 pm
Trespass toggle
At the moment it's a bit too easy to accidentally trespass while wandering around, leading to another age spent in the swamps. Being able to disable the skill until it's actually needed would be handy.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Trespass toggle
Agree completely.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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shockedfrog
- Posts: 182
- Joined: Fri May 29, 2009 6:04 pm
Re: Trespass toggle
Oops, meant to post that in the Critique forum.
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sami1337
- Posts: 1125
- Joined: Tue May 26, 2009 1:52 pm
Re: Trespass toggle
you could kinda build a death trap. Just make a super long claimed land. You'd have no idea what hit you and run off to the swamps again.
Perhaps make it so trespassing is off by default, but could be turned on when you hit the claimed land and press yes the button.
Perhaps make it so trespassing is off by default, but could be turned on when you hit the claimed land and press yes the button.
The ones who see things differently.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Trespass toggle
Yeah, we've been planning that for a long time; the problem is just that we cannot figure out a reasonable UI for it. I'm considering if it would be reasonable to be able to open a "claim information" dialog for any plot you can see, which could display such things as the owner of the land. That dialog, then, could include a button for trespassing.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Haven
- Posts: 5
- Joined: Fri May 29, 2009 10:18 pm
Re: Trespass toggle
Just sticking this under the similar-looking topic, but I'm wondering if 6hp a step might be a bit much for Trespassing to serve its intended purpose... From the look of things, keeping your stuff a few squares inside your claim is all it takes to utterly safeguard it. Of course, that might just be the intention..?
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Trespass toggle
Well, the HHP penalty for trespassing is really just a temporary measure until we get our intended system in place. We plan something based on "revenge points", but we haven't formulated the intended system in detail quite yet.
Maybe we should start a "dev blog" forum or similar to post about such future ideas.
Maybe we should start a "dev blog" forum or similar to post about such future ideas.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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shockedfrog
- Posts: 182
- Joined: Fri May 29, 2009 6:04 pm
Re: Trespass toggle
Is it supposed to be per-step? From what I've noticed it's a one time penalty when entering someones land, only repeated due to either walking over the line again accidentally or (sometimes happens, sometimes doesn't, odd bug) as a result of leaving a house on claimed land.
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kaka
- Posts: 673
- Joined: Fri Apr 03, 2009 8:31 am
- Location: Château de Gâteau
Re: Trespass toggle
You're only supposed to be penalized when entering someone's land, not per step.
I believe "steps" are non-existant in the code, they are only perceived through the visual animation.
It would be great if anyone could confirm this bug.
I believe "steps" are non-existant in the code, they are only perceived through the visual animation.
It would be great if anyone could confirm this bug.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Trespass toggle
For sure, I've never implemented damage per step, or per tile, or for any other form of continued movement; only when "initiating" the trespass, and I've never noticed any effect to the contrary myself. Are you really sure that you take continuous damage?
"Object-oriented design is the roman numerals of computing." -- Rob Pike