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synaris
- Posts: 1255
- Joined: Sun Jul 06, 2014 12:58 am
Re: Change to resource nodes, to promote conflict
isnt that incredibly obvious? your idea still ensures that only the raiders get the resources but also encourages everyone else to die in pointless attempts to obtained them.
Newbie and noob do not mean the same thing.
Neither do figuratively and literally.
Neither do figuratively and literally.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Change to resource nodes, to promote conflict
it doesn't do that at all. It promotes groups vying for resources against one another, rather than a passive state, where the only conflict is people who are so bored, that they go raid anyone they can so they have something to do.synaris wrote:isnt that incredibly obvious? your idea still ensures that only the raiders get the resources but also encourages everyone else to die in pointless attempts to obtained them.
When do you see more than 1 or 2 naked alts at a resource when it spawns? is that fun for you?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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synaris
- Posts: 1255
- Joined: Sun Jul 06, 2014 12:58 am
Re: Change to resource nodes, to promote conflict
no, but i dont usually see a few naked alts at a resource, i see a personal claim and a palisade.
which is still better than seeing several raiders who wait at the resource to kill me. seriously, people wont just go there for the resource. raiders will kill players there out of bordom because the odds of players being there are higher than anywhere else.
which is still better than seeing several raiders who wait at the resource to kill me. seriously, people wont just go there for the resource. raiders will kill players there out of bordom because the odds of players being there are higher than anywhere else.
Newbie and noob do not mean the same thing.
Neither do figuratively and literally.
Neither do figuratively and literally.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Change to resource nodes, to promote conflict
No.. everyones gonna have an alt at a resource checking it anyways, if none comes to contest, the alts will just take. If the raiders have no interest in the resource, they won't gain anything. My idea is to make resources valuable enough to fight for.synaris wrote:no, but i dont usually see a few naked alts at a resource, i see a personal claim and a palisade.
which is still better than seeing several raiders who wait at the resource to kill me. seriously, people wont just go there for the resource. raiders will kill players there out of bordom because the odds of players being there are higher than anywhere else.
As for the palisade and claim on many resources, that's fixable.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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synaris
- Posts: 1255
- Joined: Sun Jul 06, 2014 12:58 am
Re: Change to resource nodes, to promote conflict
you don't believe resources are valuable enough to fight for now? instant study of curios? travel weariness gone in an instant? heal any wound?
Newbie and noob do not mean the same thing.
Neither do figuratively and literally.
Neither do figuratively and literally.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Change to resource nodes, to promote conflict
The people that fight don't give a shit about the resources.synaris wrote:you don't believe resources are valuable enough to fight for now? instant study of curios? travel weariness gone in an instant? heal any wound?





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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Change to resource nodes, to promote conflict
correct, it's not. There is a massive amount of resources, enough for everyone without the need to fight. I personally have had 8 salt nodes with 8 naked alts at each one, none comes to contest. As for the ice, the spawn takes so long, and you only get 1 ice, most don't care about it, even big powers.synaris wrote:you don't believe resources are valuable enough to fight for now? instant study of curios? travel weariness gone in an instant? heal any wound?
But if there was only a handful of ices, and each one gave 3 ices, that's a different story.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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RedKGB
- Posts: 730
- Joined: Thu Nov 24, 2011 7:54 am
Re: Change to resource nodes, to promote conflict
Nice try on saying complaining about boredom, and lack of conflict then worry about hermits. The game it self is my enjoyment, I don't need someone else to make the game fun for me. That is why I live as a hermit. Yea join a village from time to time to help folks out, but I live alone.
You seem to have this over burden desire to run around and kill people. That's fine, that how you want to play. But you should not expect others to feel the same way, and should not keep pushing for changes to force people into that mode. If I get caught out and about, then I expect to die at any encounter I make. It is an open world and anything goes. The possibility of death is one of the great things about the game, however you seem to think it is better to force others to fight to add to your enjoyment.
You seem to have this over burden desire to run around and kill people. That's fine, that how you want to play. But you should not expect others to feel the same way, and should not keep pushing for changes to force people into that mode. If I get caught out and about, then I expect to die at any encounter I make. It is an open world and anything goes. The possibility of death is one of the great things about the game, however you seem to think it is better to force others to fight to add to your enjoyment.
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Change to resource nodes, to promote conflict
As a top level experienced hermit I approve.
Problem is a lot of people will feel like they are being stolen content from probably the devs even since they seem to be hermits and expressed that they like how it works. These resources should have been done the way OP posted from the beginning though.
I also like the airdrops meme from other games. You could call it gift from gods and play this song louder the closer you get to the gift. The airdrops could also be just meteors with something useful. A new idea ensures jealous hermits wont stop the game from getting the content it desperately needs. I would like to remind there was a lot of posts saying dungeons were too hard but now that has settled down as well.
Problem is a lot of people will feel like they are being stolen content from probably the devs even since they seem to be hermits and expressed that they like how it works. These resources should have been done the way OP posted from the beginning though.
I also like the airdrops meme from other games. You could call it gift from gods and play this song louder the closer you get to the gift. The airdrops could also be just meteors with something useful. A new idea ensures jealous hermits wont stop the game from getting the content it desperately needs. I would like to remind there was a lot of posts saying dungeons were too hard but now that has settled down as well.


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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: Change to resource nodes, to promote conflict
Yes, I approve of the OP.
Simply add in random spawns so they can't be walled off.
Simply add in random spawns so they can't be walled off.