I agree with dcastello. Time is the major factor that decides how powerful you are in the game, which is clearly not fair to many.
I'm not saying noobs should become vets instantly but I think an emphasis on skill in the crafting system should help speed things up.
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Brickbreaker
- Posts: 331
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Thijssnl
- Posts: 2389
- Joined: Fri Mar 12, 2010 9:09 pm
Re: Game balance: character development vs raiding
Well, I dont want it to feel useless to build up a city. Im not going to ragequit over the raid a few days back but I can imagine a lot of my villagers will. Fix this.jorb wrote:That is actually precisely what I don't want. I don't want it to feel "magical".
If its needed I'll rewrite this game and take out pvp, if you cant think of something.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Game balance: character development vs raiding
lolThijssnl wrote:Well, I dont want it to feel useless to build up a city. Im not going to ragequit over the raid a few days back but I can imagine a lot of my villagers will. Fix this.jorb wrote:That is actually precisely what I don't want. I don't want it to feel "magical".
If its needed I'll rewrite this game and take out pvp, if you cant think of something.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game balance: character development vs raiding
do thatThijssnl wrote:Well, I dont want it to feel useless to build up a city. Im not going to ragequit over the raid a few days back but I can imagine a lot of my villagers will. Fix this.jorb wrote:That is actually precisely what I don't want. I don't want it to feel "magical".
If its needed I'll rewrite this game and take out pvp, if you cant think of something.
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VowOfSilence
- Posts: 158
- Joined: Tue Jan 26, 2010 7:57 pm
Re: Game balance: character development vs raiding
well, what about traps?
has been discussed quite a lot and makes sense, both for defense and also hunting.
stuff that should also help:
"ancestor knowledge" that doesn't get lost on death, capped/flattened/quicker char development, and making babies of course ^^
has been discussed quite a lot and makes sense, both for defense and also hunting.
stuff that should also help:
"ancestor knowledge" that doesn't get lost on death, capped/flattened/quicker char development, and making babies of course ^^
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Lothaudus
- Posts: 641
- Joined: Fri Oct 23, 2009 12:32 pm
- Location: Adelaide, Australia
Re: Game balance: character development vs raiding
Traps would be good and all but there's an interesting issue at hand here... Anything farmers can do, greifers / raiders can equally do.VowOfSilence wrote:well, what about traps?
One of the big issues seems to be quite simply, that a lot of people aren't building walls or claiming properly in the first place. Adding traps just means the same people won't build them and will still complain.
Another issue of course, is where traps can be built. If they can be built anywhere... Then expect to be griefed with traps.
Barry Fletcher Norwin
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: Game balance: character development vs raiding
What about spiked palisades that deal damage back to people destroying them? It would force the attackers to use rams or run the risk of being killed easier by the towns defenders due to low HP. The spiked walls could be weaker than normal and not trigger the damage when being attacked by a ram.
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VowOfSilence
- Posts: 158
- Joined: Tue Jan 26, 2010 7:57 pm
Re: Game balance: character development vs raiding
True, but it shouldn't be too hard to find a fix for that . Like:Lothaudus wrote:Another issue of course, is where traps can be built. If they can be built anywhere... Then expect to be griefed with traps.
- Traps on claims are always visible to owners/allies and can't be triggered by them. They know their claim well enough to notice every trap on it.
- Traps in the wilderness are meant for trapping animals, players/humans will always notice them. It would be kinda annoying if you are accidentally trapping your neighbors all the time, anyway xP