People have spent hundreds of hours building roads, that might nee dto be completely rebuilt if your crappy idea is ever implemented.
You want to make all of them suffer?
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shubla
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Re: A road that can't be followed should not be travel-able

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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borka
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Re: A road that can't be followed should not be travel-able
yes ... suffer you nolifer exploiters 
I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized
I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized
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Kaios
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Re: A road that can't be followed should not be travel-able
It's a fair point, a road that is built correctly and can be followed along entirely and maybe even has a travel point at both ends only ends up being a larger liability for that person than someone who put in less effort on their roads and did not build an end point at both ends.borka wrote:yes ... suffer you nolifer exploiters
I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized
Maybe the whole system needs to be re-thought a bit because putting in all that effort only for some raiding faction to use your own road to kill you is kind of shitty.
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Ysh
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Re: A road that can't be followed should not be travel-able
Is there a good reason connecting road is crime? I think if you build fast travels and men use fast travels to travel to you and kill you fast, this is fair.Kaios wrote:It's a fair point, a road that is built correctly and can be followed along entirely and maybe even has a travel point at both ends only ends up being a larger liability for that person than someone who put in less effort on their roads and did not build an end point at both ends.borka wrote:yes ... suffer you nolifer exploiters
I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized
Maybe the whole system needs to be re-thought a bit because putting in all that effort only for some raiding faction to use your own road to kill you is kind of shitty.
Also I think when extending road it can draw a line between the two arrows so I can tell if it will be blocked. Or at least make arrows of milestones visible when placing new milestone.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Kaios
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Re: A road that can't be followed should not be travel-able
Because of the reasons I just said, I put in effort in building the road and I put in effort creating and maintaining the claim it sits on so why shouldn't there be crimes involved when someone who doesn't own that road tries to do things to it?Ysh wrote: Is there a good reason connecting road is crime? I think if you build fast travels and men use fast travels to travel to you and kill you fast, this is fair.
What's the alternative? What if I don't ever build any roads. What if I just travel to other places with charter stones and only fast travel in that manner. The inherent risk involved in having your own charterstone is much less compared to having your own roads and yet charterstone travel is much safer than road travel.
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Ysh
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Re: A road that can't be followed should not be travel-able
The only thing they can do it is add some connection. They could not break it without scent.Kaios wrote:Because of the reasons I just said, I put in effort in building the road and I put in effort creating and maintaining the claim it sits on so why shouldn't there be crimes involved when someone who doesn't own that road tries to do things to it?Ysh wrote: Is there a good reason connecting road is crime? I think if you build fast travels and men use fast travels to travel to you and kill you fast, this is fair.
What's the alternative? What if I don't ever build any roads. What if I just travel to other places with charter stones and only fast travel in that manner. The inherent risk involved in having your own charterstone is much less compared to having your own roads and yet charterstone travel is much safer than road travel.
Charterstone is more ''expensive'' (rock crystal) and uses travel weariness and requires charisma.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Kaios
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Re: A road that can't be followed should not be travel-able
Scents in relation to roads are a matter of opinion so there is no point arguing about that. I think connection being a scented action is fair, maybe you don't. Cool.Ysh wrote: The only thing they can do it is add some connection. They could not break it without scent.
Charterstone is more ''expensive'' (rock crystal) and uses travel weariness and requires charisma.
The only expensive aspect of charter stones are indeed the rock crystals. By the time most people have one the charisma requirements and travel weariness are not much of an issue. You don't even really need to use roads any more at that point once you get a nice collection of charter stones going... Unless of course you're a raider faction and you're scented on a regular basis.
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shubla
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Re: A road that can't be followed should not be travel-able
Exploiters?borka wrote:yes ... suffer you nolifer exploiters
I know enough roads that's been made well and working for everyone ... those putting their time and efforts in are getting penalized
Its not an exploit.

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Ysh
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Re: A road that can't be followed should not be travel-able
My point is that road and charter have different pro and con. When you say:Kaios wrote:Scents in relation to roads are a matter of opinion so there is no point arguing about that. I think connection being a scented action is fair, maybe you don't. Cool.Ysh wrote: The only thing they can do it is add some connection. They could not break it without scent.
Charterstone is more ''expensive'' (rock crystal) and uses travel weariness and requires charisma.
The only expensive aspect of charter stones are indeed the rock crystals. By the time most people have one the charisma requirements and travel weariness are not much of an issue. You don't even really need to use roads any more at that point once you get a nice collection of charter stones going... Unless of course you're a raider faction and you're scented on a regular basis.
You make it sound like there is no reason to build road if it must be two-way. Road is still ''cheaper'' (but more labor intensive) and you do not need stat and such to use it. It is likely still worse overall, but I think not so bad that it is effective to taking road out of game. I think charter is supposed to be better than road in general.Kaios wrote:Because of the reasons I just said, I put in effort in building the road and I put in effort creating and maintaining the claim it sits on so why shouldn't there be crimes involved when someone who doesn't own that road tries to do things to it?
What's the alternative? What if I don't ever build any roads. What if I just travel to other places with charter stones and only fast travel in that manner. The inherent risk involved in having your own charterstone is much less compared to having your own roads and yet charterstone travel is much safer than road travel.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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borka
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Re: A road that can't be followed should not be travel-able
To get back on topic: it's not about travel (which often works fine for the builders) but walking along ... means not bumping and stopping at every road sign ... and this goes mainly to certain long way wooden sign roads crossing a lot of the world ... which points out that they just have been build for one purpose ... porting fast into different regions ... while the stone sign roads mostly are restricted on certain neighbourhoods and work well ...
Granger wrote:Title has it: I see more and more roads (especially the stone kind) that are build in a way that following them is impossible - but they work for teleportations.
My suggestion is that the 'travel' option should check the exact path the character would take when actually following the road, which would lead to 'travel' working exactly as good (or bad) as 'follow' - removing the exploit of creating a road that can only be traveled and denying access to the milestone(s).
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