iamahh wrote:wonder if devs could make a script that check for structures near resources and just delete them automagically
And someone would figure out what the extent of those boundaries are and still abuse them.
People should feel free to take a ram, catapult or other means to eliminate structures blocking access to things and not on a claim.
And to help with this (so you don't get your stuff bashed) we should be able to check when resources spawn at a distance so you can know when the person is gonna log and when you can bash at the right time.
MagicManICT wrote:People should feel free to take a ram, catapult or other means to eliminate structures blocking access to things and not on a claim.
Claims are very cheap, if you don't notice it during the non shield time of 8 hours you're kind outta luck there. As has been mentioned, other than the wrecking balls (which takes long enough to dry it would be spotted by an actively checked spot) the resources you need to siege these places appropriately *comes* from these places.
The system is pretty abusable in its current state as a result.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
I'm curious if Jorbtar have considered non-static resource spawn points.
They can still be "conflict points" if they randomly appear and give the same "X hours until resource spawns" timer.
If they had a dynamic spawn system, people would need to actually leave their little safe-places to identify their locations and then harvest them as well.
Some of the salt node locations on beaches are really nice because they cannot be walled in due to the sand then the water.
Couple of suggestions to concider
make so no structures can be built on mountains
make heartwood trees and the fallen trees are more likely to spawn on swamp land than regular land
Make it so that if you village claim over a resource, your authority drains very rapidly, so basically it needs to be a main village or else its gonna go to 0.
Go with the suggestion of making the inner 4 grids unclaimable and unbuildable and have the majority of resources spawn in that location.
Not entirely sure what to do about it. Moving resources could be one thing. Preventing claims within a radius could perhaps be a thing. Idk.
"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."
Saxony4 wrote:
Perhaps having local resources spawn and de-spawn randomly in the world would be a better choice than having them static.
I think this is the only really viable solution tbh. Having a radius probably wouldn't prevent village claims over them, the factions can cover quite a considerable area.
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
Saxony4 wrote:
Perhaps having local resources spawn and de-spawn randomly in the world would be a better choice than having them static.
I think this is the only really viable solution tbh. Having a radius probably wouldn't prevent village claims over them, the factions can cover quite a considerable area.
Yes I very much agree with this. Also if the respawns was on perticular days that could for example mean that everyone would have to go out adventuring on saturdays/weekends. Could be chaotic and fun