There has always been an interesting interaction with chasing people through gates, as if you were close enough behind someone, they ran the risk of letting you follow them inside their gate and get keys, compromising their entire village. Now, chasing someone into a walled area just seems like a deathtrap, because even if you kill them, if they closed the gate behind them you are simply trapped with an hour of red handed and no way to escape. It feels like it just keeps getting harder and harder to kill anyone, and I really hope you add in something to balance things out for raiders.jorb wrote:You can pursue through the gate.overtyped wrote:What happens if u aggro someone, then they run inside their gate? Does aggro stop?
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MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Game Development: Castles in the Sand
(once and futue king btw)
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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Game Development: Castles in the Sand
This debuff won't go away. I'm not stuck unable to commit crimes even though i left the claim and reentered.
edit: Nvm, false alarm, apparently the debuff still shows but has no effect.
edit: Nvm, false alarm, apparently the debuff still shows but has no effect.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Gudiny
- Posts: 12
- Joined: Mon Jul 18, 2011 5:39 pm
Re: Game Development: Castles in the Sand
You shan't restrict criminal acts, we play this game only because of the free pvp.
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Ballbarius
- Posts: 39
- Joined: Mon Mar 29, 2010 5:40 pm
Re: Game Development: Castles in the Sand
What if you come in on their claim through a unblocked cave enterance when their main gate is opened? Do you as a player have to actually pass through the open gate for it to count?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
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Game Development: Castles in the Sand
so if i modified my client so i had small walls. built small walls around the front of my houses so that each house had a wall covering the front of it, with a gate that is always open where the house door is. i would essentially be unraidable.jorb wrote:Yupp. Why they would do that escapes me, however.DeadlyPencil wrote:its seems like ur under the assumption that each claim only has 1 wall though. so if i have a sniper wall. and people break through that, and then i have an inner wall protecting my stuff and its wide open and they walk through that, will they loose all ability to raid me?
also if murdered someone and was hidding out in that house, could they even kill me once they walked through my open gate infront of my house?
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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
Once again, you get the buff when you pass through an open gate.Ballbarius wrote:What if you come in on their claim through a unblocked cave enterance when their main gate is opened? Do you as a player have to actually pass through the open gate for it to count?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Game Development: Castles in the Sand
He's stated that many times before.Ballbarius wrote:What if you come in on their claim through a unblocked cave enterance when their main gate is opened? Do you as a player have to actually pass through the open gate for it to count?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
In order to get the debuff, you must pass through a gate that is claimed.
Cave entrance is fair game.
Queen of a cold, dead land. Caretaker of the sprucecaps.
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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
And in this sense this patch has changed absolutely nothing. This was the case with or without this patch.DeadlyPencil wrote:so if i modified my client so i had small walls. built small walls around the front of my houses so that each house had a wall covering the front of it, with a gate that is always open where the house door is. i would essentially be unraidable.
"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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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: Game Development: Castles in the Sand
I do have one question about visitor buff. If someone walks through a gate left open with criminal acts on will they still have a buff?
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whiskeypete
- Posts: 175
- Joined: Fri Aug 20, 2010 12:25 am
Re: Game Development: Castles in the Sand
10/10 would patch again.jorb wrote:We've been developing, and here's what's new.
Enjoy!
I find your lack of face disturbing...