If houses had keys, required rams (or high strength) to break and had drying times (easily breakable before they dry, so you can't trap someone with them) then walls would be much less of a necessity for 80% of the population.
You could even just remove the concept of houses altogether and instead of building houses you could build house-walls which would be built like palisades and when closed off would become what we know know as houses, therefore allowing for customizable house sizes while also getting rid of pocket worlds.
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simimi
- Posts: 447
- Joined: Mon Mar 14, 2011 10:51 pm
Re: The Ghost of Christmas Future, II
Those claim walls are not that nice in the landscape, any idear to make them less mandatory ?
Answers : Sure, look at my idears :
Try love dudes ...
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longfeather
- Posts: 293
- Joined: Wed Jan 19, 2011 8:15 pm
Re: The Ghost of Christmas Future, II
Denkar wrote:If houses had keys, required rams (or high strength) to break and had drying times (easily breakable before they dry, so you can't trap someone with them) then walls would be much less of a necessity for 80% of the population.
You could even just remove the concept of houses altogether and instead of building houses you could build house-walls which would be built like palisades and when closed off would become what we know know as houses, therefore allowing for customizable house sizes while also getting rid of pocket worlds.
The issue with customizable house sizes in this manner would be the players who build houses that span over several map grids, with just enough room in the center for crop growth. This is not a replacement for walls. It would basically be used as an expansion upon the idea of walls.
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LadyV
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Re: The Ghost of Christmas Future, II
I agree but I would still love a home with a small garden in the center like ancient Roman villas. I know it does not fit the theme but one can dreamlongfeather wrote:
The issue with customizable house sizes in this manner would be the players who build houses that span over several map grids, with just enough room in the center for crop growth. This is not a replacement for walls. It would basically be used as an expansion upon the idea of walls.
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: The Ghost of Christmas Future, II
borka wrote:You're talking about moats i guess
http://en.wikipedia.org/wiki/Moat
Jackard tells us about KAG often ...
Moats would be nice.
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killerdude54
- Posts: 18
- Joined: Wed Jul 06, 2011 4:32 am
Re: The Ghost of Christmas Future, II
If we're talking about having locks on houses and stuff. I would like to see a lockpicking skill and attribute added. The better the lock, the more lockpicking you need, train the skill by practicing picking locks.
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Matheusmk
- Posts: 114
- Joined: Sun Feb 24, 2013 1:17 am
Re: The Ghost of Christmas Future, II
There should be a torture skill, that make us able to torture players, like this: When we knock someone down, there should be a option to tie him up(Which would require you has a rope on your inventory), and then his character would start following the guy who tied him up(The tied guy wouldn't be able to do ANYTHING ofcourse, and if he forces the game to close, his character woudln't log out and it would stay following the guy who tied him up), so we could do whatever we want with that guy, like, hang him, put him on fire, make him drown, and a lot of other kinds of torture... And you could also add wolfs, so we could tame them, and make them kill the tied guy...
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LadyV
- Posts: 3113
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Re: The Ghost of Christmas Future, II
Um...no!Matheusmk wrote:There should be a torture skill, that make us able to torture players, like this: When we knock someone down, there should be a option to tie him up(Which would require you has a rope on your inventory), and then his character would start following the guy who tied him up(The tied guy wouldn't be able to do ANYTHING ofcourse, and if he forces the game to close, his character woudln't log out and it would stay following the guy who tied him up), so we could do whatever we want with that guy, like, hang him, put him on fire, make him drown, and a lot of other kinds of torture... And you could also add wolfs, so we could tame them, and make them kill the tied guy...
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Matheusmk
- Posts: 114
- Joined: Sun Feb 24, 2013 1:17 am
Re: The Ghost of Christmas Future, II
It's not up to you to decide.LadyV wrote:Um...no!Matheusmk wrote:There should be a torture skill, that make us able to torture players, like this: When we knock someone down, there should be a option to tie him up(Which would require you has a rope on your inventory), and then his character would start following the guy who tied him up(The tied guy wouldn't be able to do ANYTHING ofcourse, and if he forces the game to close, his character woudln't log out and it would stay following the guy who tied him up), so we could do whatever we want with that guy, like, hang him, put him on fire, make him drown, and a lot of other kinds of torture... And you could also add wolfs, so we could tame them, and make them kill the tied guy...
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jtpitner
- Posts: 328
- Joined: Tue Nov 23, 2010 11:44 pm
- Location: Georgia, USA
Re: The Ghost of Christmas Future, II
I want the roman villa also sounds goodLadyV wrote:I agree but I would still love a home with a small garden in the center like ancient Roman villas. I know it does not fit the theme but one can dreamlongfeather wrote:
The issue with customizable house sizes in this manner would be the players who build houses that span over several map grids, with just enough room in the center for crop growth. This is not a replacement for walls. It would basically be used as an expansion upon the idea of walls.
War does not determine who is right - only who is left.


