Why? Again, it changes nothing in a sense. Walls and gates still work as they always have.overtyped wrote:TBH, a change this huge should be a restart, not that I would like that.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Castles in the Sand
"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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MightySheep
- Posts: 2534
- Joined: Fri Jul 22, 2011 1:18 pm
Re: Game Development: Castles in the Sand
the only reason it kills raiding entirely is because the only way to raid was using altsAstarisk wrote:Yeah, I'm not a fan of jumping the gun on that claim changes. It pretty much just kills raiding entirely. I foresee so much wrong with it, it'd take me a bit just to type it out.
when/if proper siege mechanics are added then raiding will work fine
also I really like the combat changes, did 20% to green defence with a 1ua alt rather than the 50% before
Last edited by MightySheep on Thu Nov 12, 2015 2:49 am, edited 1 time in total.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Castles in the Sand
No, you are flagged as a visitor whenever you pass an open gate, quite simply. Nothing more and nothing less to it.Drevar wrote:edit..Also is the mechanic directional? Like if you pass through a reversed gate (normally exiting) does this still function?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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DaniAngione
- Posts: 1791
- Joined: Sun Dec 18, 2011 12:22 am
- Location: The Hearthlands
Re: Game Development: Castles in the Sand
I love this patch so much.
Where is Em and Amanda? - you two are late for tea already!
Where is Em and Amanda? - you two are late for tea already!
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Game Development: Castles in the Sand
What I mean is, I live in brodgar, and palibashers already exist. We can't design a village around this mechanic, without risking the brickwall being destroyed. Even if we palisade first now, it could just be bashed when its dried..jorb wrote:Why? Again, it changes nothing in a sense. Walls and gates still work as they always have.overtyped wrote:TBH, a change this huge should be a restart, not that I would like that.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Game Development: Castles in the Sand
overtyped wrote:What I mean is, I live in brodgar, and palibashers already exist. We can't design a village around this mechanic, without risking the brickwall being destroyed. Even if we palisade first now, it could just be bashed when its dried..jorb wrote:Why? Again, it changes nothing in a sense. Walls and gates still work as they always have.overtyped wrote:TBH, a change this huge should be a restart, not that I would like that.
Plan for the future.
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higherark
- Posts: 80
- Joined: Sat Apr 28, 2012 8:54 pm
Re: Game Development: Castles in the Sand
On one hand you claim the sacking of ryleh was fair enough, but then you say using a spy to open the gates is a cheesy exploit. Which one is it?jorb wrote:Again, nothing has changed if you were raiding "legit". You're basically complaining that a bunch of cheesy 'sploits are no more.ChildhoodObesity wrote:its not a positive change this is v dumb jorb y wud u do this!!!!!!11
Furthermore this also allows a defender to have much more control over the engagement when a raid happens. Being red-handed no longer matters because claim+gate provides total safety (Which in and of itself doesn't exactly mesh well with the open pvp aspect of the game) You can expect people to pussyfoot from the safety of a claim- preventing enemies from being able to hearth while simultaneously being completely safe themselves. That reeks of bullshit to me and goes against the idea that theres a certain degree of risk/reward in the game.
If I can prevent someone from hearthing due to combat I should not be completely safe. I should have to make a decision to either engage or remain behind a closed gate.
Ingame: Kingtrin
W3-7 Hermit Supreme
W8 Seargent Derp: The Un-kinned Kinslayer, New Brodgar
W9 Lieutenant Sprucecap: Militia Commander, New Brodgar
W15 Satellite Hermit: Whatever Bay
W16 City Slicker: Whatever Bay
W3-7 Hermit Supreme
W8 Seargent Derp: The Un-kinned Kinslayer, New Brodgar
W9 Lieutenant Sprucecap: Militia Commander, New Brodgar
W15 Satellite Hermit: Whatever Bay
W16 City Slicker: Whatever Bay
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Castles in the Sand
If it could now, it could just as well be before this patch.overtyped wrote:What I mean is, I live in brodgar, and palibashers already exist. We can't design a village around this mechanic, without risking the brickwall being destroyed. Even if we palisade first now, it could just be bashed when its dried..
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Game Development: Castles in the Sand
But, there was no reason to before this patch, hence why I say a patch this big would warrant a restart.loftar wrote:If it could now, it could just as well be before this patch.overtyped wrote:What I mean is, I live in brodgar, and palibashers already exist. We can't design a village around this mechanic, without risking the brickwall being destroyed. Even if we palisade first now, it could just be bashed when its dried..
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Kirche
- Posts: 434
- Joined: Sat Nov 21, 2009 10:43 pm
Re: Game Development: Castles in the Sand
Is it possible to extend these gate protections to unbroken walls as well, thus countering bug jumping from having any affect?
You'd still be able to break the wall and get in to raid a place, but exploiters wouldn't benefit from jumping over walls anymore
You'd still be able to break the wall and get in to raid a place, but exploiters wouldn't benefit from jumping over walls anymore