"As you build your structure you sense the gods will frown upon you, you already see your new creation is whisking away"
anything built near local resources decays within 12 hours??? that messages comes up as a lore giving 500 exp for the first time and never again
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spawningmink
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claiming/walling resources
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Itanu
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Re: claiming/walling resources
Define "near."
And what is to stop people from just building a larger radius wall?
And what is to stop people from just building a larger radius wall?
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spawningmink
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Re: claiming/walling resources
could also make it so you cant build on mountains because of "strong icy winds"
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
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MrrPunchers
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Re: claiming/walling resources
I'd +1 this but stuff like Wulf's Retreat would be impossible... xxdspawningmink wrote:could also make it so you cant build on mountains because of "strong icy winds"
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ricky
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Re: claiming/walling resources
Yeah, natural resources should generally have a large 'no building' radius and super fast decay in its area.
maybe dryads could wander around natural resources and break shit
maybe dryads could wander around natural resources and break shit
This can definitely happen, but the way resources (should) are placed makes it super difficult to make a whole wall. if most mountain resources have cliffs near them, chances are slim to wall the whole thing. if resources are on water, they cant be walled, unless its in a pond.Itanu wrote:Define "near."
And what is to stop people from just building a larger radius wall?
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Glorthan
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Re: claiming/walling resources
All my yes. I don't know why this wasn't put in at world start, it has really soured the w10 experience.
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shubla
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Re: claiming/walling resources
Just make localized resources randomly spawn.
Then there's 3 day timer, after that some resources appear.
When they are collected, the node disapears and appears somewhere else.
This way its not really worth it to wall them.
Then there's 3 day timer, after that some resources appear.
When they are collected, the node disapears and appears somewhere else.
This way its not really worth it to wall them.

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ricky
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Re: claiming/walling resources
shubla wrote:Just make localized resources randomly spawn.
Then there's 3 day timer, after that some resources appear.
When they are collected, the node disapears and appears somewhere else.
This way its not really worth it to wall them.
Yeah, i suggested this awhile back. it removes the "local" part of the resource though, and its luck to find a new spawn.
what if every time the node 'ticks' it spawns the item as a forageable within 2 minimaps of the "local" node? I guess people could still pclaim and palisade the area around a node, but if its far enough apart, then it would be REALLY hard to surround the whole node.
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The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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r21187
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Re: claiming/walling resources
i like all the ideas from random spawn to have a huge not building locationd and super decay
i mean come on almost all resource are with village radios or palli -_-
i mean come on almost all resource are with village radios or palli -_-
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Glorthan
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Re: claiming/walling resources
Make bots foraging great again.shubla wrote:Just make localized resources randomly spawn.
Then there's 3 day timer, after that some resources appear.
When they are collected, the node disapears and appears somewhere else.
This way its not really worth it to wall them.