Are vaults cheating?

General discussion and socializing.
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Yolan
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

Re: Are vaults cheating?

Post by Yolan »

I agree with this also. If there is a way in the game to make my steel 100% secure, I would be stupid NOT to use it. But then, if the devs get round to making this level of security impossible, I'm not going to cry about it. It's give and take.
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Raephire
Posts: 648
Joined: Wed Jun 10, 2009 3:34 pm

Re: Are vaults cheating?

Post by Raephire »

The admins are doing that just to push the limits to see how players will use things so they can eventually work around it when they feel they should, which isn't any time soon - They have many better things to work on :p
kobnach
Posts: 671
Joined: Wed Jun 10, 2009 5:04 am

Re: Are vaults cheating?

Post by kobnach »

The real question is whether there will still be players when things get changed ;-)
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Yolan
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

Re: Are vaults cheating?

Post by Yolan »

On that note, I wonder if the devs could release a graph of average players on per day over the last month. I suspect the peak has come and gone.
Justice
Posts: 31
Joined: Fri Jun 12, 2009 11:09 am

Re: Are vaults cheating?

Post by Justice »

Raephire wrote: They have many better things to work on :p
Yeah, definitely, a new cabin or tree mechanic is surely going to help with the alt problems right? I'm glad you're not a dev. Your RL priority list must be fubar :?
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JTG
Posts: 339
Joined: Fri Jun 12, 2009 4:11 am

Re: Are vaults cheating?

Post by JTG »

From observation the average of new players seems to be 3-4 a entire day, with variation. We have a retention rate of 0 out of all of those players because they don't know what to do, or how to play the game, and they all mostly seem to hate the UI.
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theTrav
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Are vaults cheating?

Post by theTrav »

I dunno, I reckon you shouldn't be able to sleep without any chance of your stuff getting stolen... But I also think the chance should be pretty low.
Things like locks and npc guards(human or animal) and traps to guard important spaces seem like a good way of combating that.

I guess the current problem may be that the barrier for entry into thievery is quite low for some quite valuable goods.

I wonder, if they're going to allow tunnels, is it going to be possible for thieves to tunnel into locked cabins?

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