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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Traveling Circus
Let us describe charter locations with parchment; if the charterstone has permissions set to allow it
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: Traveling Circus
The roads are fine fast travel system right now, atleast takes some effort to build, but is easy at the same time, every noob/advanced player can do it and many are doing it and the map is nowhere near huge as in world 8 anymore where we actually needed the crossroad like mechanic to atleast have some interaction.
Bro, a system like crossroads will ease this process of this way more , do you want to see a undestroyable crossroad which would be built in a small palisade next to your village that enemy is using to port to your place?AD has/had many roads that they built themselves going all over the map in ORDER to raid/kill people
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Traveling Circus
I don't think there's a need for crossroads either, I was just thinking about it from the perspective of newbie/hermit players and also taking in to consideration the past experiences regarding global trade. Personally I have no issue with the current road system at all and I also have multiple charter stones around the map so really it's no issue for me either way.dafels wrote:Bro, a system like crossroads will ease this process of this way more , do you want to see a undestroyable crossroad which would be built in a small palisade next to your village that enemy is using to port to your place?
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LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Game Development: Traveling Circus

The update is already affecting the traders. They can now bring more items to trade and carry more stuff back home.
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Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
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Amanda44
- Posts: 6485
- Joined: Wed Sep 28, 2011 12:13 pm
Re: Game Development: Traveling Circus
Lol, representing EC there Loo. 
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.
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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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hery76
- Posts: 176
- Joined: Mon Feb 06, 2012 1:15 pm
Re: Game Development: Traveling Circus
Amanda44 wrote:Lol, representing EC there Loo.
Hell yeah, everytime ^^
10/10 for this implementation, very very very usefull to move stuff. A MUST for trades indeed
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Traveling Circus
Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Game Development: Traveling Circus
You know you can spawn characters on charterstones? Or idk what else do you mean by bringing them back as spawn points.Potjeh wrote:Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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tyrtix
- Posts: 1108
- Joined: Wed Feb 19, 2014 12:54 am
- Location: Leghorn
Re: Game Development: Traveling Circus
Having free authority in reign? this is too easy to abuse, i believe.Potjeh wrote:Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.
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stickman
- Posts: 660
- Joined: Sat Nov 21, 2009 12:40 am
Re: Game Development: Traveling Circus
before you didn't need to know the charter name. when you created a character you could just pick. New players may want to spawn in a populated area so they are not alone.... and they could read on the forum and decide which kindom they would rather be in.Ozzy123 wrote:You know you can spawn characters on charterstones? Or idk what else do you mean by bringing them back as spawn points.Potjeh wrote:Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.