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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
Who needs delta nonsense when you have a bow 
Queen of a cold, dead land. Caretaker of the sprucecaps.
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rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: Game Development: Castles in the Sand
Also comments like this make me know that you're too unfamiliar with the way combat/pvp functions to make any actually valid commentary on the matter.Potjeh wrote:Also learn to Parry, it'll wreck 1UA alts pretty hard if they're not in steel
And how does "titans being a thing" make the argument invalid? Yes, characters get stronger, but they were never impossible to kill, just harder to kill.
With capping as hard as you want players have 2 options. Invest all your effort into making 1 strong character or into making many weak characters. 1 strong character would lose to many weak characters, and losing any of the weak characters is really no lose. You're literally arguing to make alt armies worse than ever before.
They're enough to constantly wear down your defense so you can't attack or do anything else. Also, when all it takes is getting rage and the combat discoveries you need in order to be ready to PvP, they'll be a lot more than 2 alts attacking you.Potjeh wrote:Two such alts are not enough to wear down defences, and getting three plus people to get in synchronized hits on a target takes a lot of coordination, ie player skill. Getting surrounded by alts and tanking them is mostly just character stats, not much player skill involved.
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dvs
- Posts: 16
- Joined: Tue Jul 01, 2014 3:05 pm
Re: Game Development: Castles in the Sand
Would like to see Jorb/Loftar comment on this.Badich wrote:Can I break the brickwall by myself with 4900 str?loftar wrote: No, the tower soaks 60, while the brickwall soaks 70.I wanna see your village on the map. (for trade, I'm peaceful)loftar wrote:I would expect no less, and I for one would not keep my gates open until the most obvious consequences have been hashed out. ^^LadyV wrote:Certainly open intrigue.
Are Brick walls still not breakable by hand no matter your strength? I guess that question also applies to towers if people are considering putting them in corners in place of BW for asthetics.
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Turtlesir
- Posts: 813
- Joined: Fri Aug 28, 2015 3:55 pm
- Location: five levels under the sea
Re: Game Development: Castles in the Sand
will destroying cellar doors make it in anytime soon? also would destroying them make a new cellar with walls or lead to the same area from before?
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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
Tough one, unfortunately. We looked at this, but it was too much effort to implement at present.Turtlesir wrote:will destroying cellar doors make it in anytime soon? also would destroying them make a new cellar with walls or lead to the same area from before?
"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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spectacle
- Posts: 950
- Joined: Wed Nov 11, 2009 11:16 am
- Location: Planet
Re: Game Development: Castles in the Sand
Are you sure you can't prioritize it? I built my cellar door in the wrong color and it is terribly grating. I think that everyone agrees that kingdoms and combat fixes can wait for a bit.jorb wrote:Tough one, unfortunately. We looked at this, but it was too much effort to implement at present.Turtlesir wrote:will destroying cellar doors make it in anytime soon? also would destroying them make a new cellar with walls or lead to the same area from before?
Once a man has changed the relationship between himself and his environment, he cannot return to the blissful ignorance he left. Motion, of necessity, involves a change in perspective.
-Commissioner Pravin Lal, "A Social History of Planet"
-Commissioner Pravin Lal, "A Social History of Planet"
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Amanda44
- Posts: 6485
- Joined: Wed Sep 28, 2011 12:13 pm
Re: Game Development: Castles in the Sand
Lol, but .... I ended up with this monstrosity which I'm finding it incredibly hard to live with, I avoid even going in there because of it ....spectacle wrote:Are you sure you can't prioritize it? I built my cellar door in the wrong color and it is terribly grating. I think that everyone agrees that kingdoms and combat fixes can wait for a bit.jorb wrote:Tough one, unfortunately. We looked at this, but it was too much effort to implement at present.Turtlesir wrote:will destroying cellar doors make it in anytime soon? also would destroying them make a new cellar with walls or lead to the same area from before?

Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
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Uriel
- Posts: 770
- Joined: Fri May 28, 2010 5:00 pm
Re: Game Development: Castles in the Sand
great update, thx (:
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Kisegach
- Posts: 70
- Joined: Mon Mar 05, 2012 2:04 pm
Re: Game Development: Castles in the Sand
Amanda44 wrote:

I have similar problem.
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Wynzyk
- Posts: 47
- Joined: Fri Aug 28, 2015 11:30 pm
Re: Game Development: Castles in the Sand
good for combat but come on whats with that gate thingy? are we going carebear now? killing meaning of the sandbox, whats next? no pvp zones?
thats really stupid
thats really stupid