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Sollar
- Posts: 561
- Joined: Wed May 26, 2010 2:53 pm
Re: Prelude, pt. II: World 11 Changelog
How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.
Last edited by Sollar on Thu Jan 31, 2019 1:24 am, edited 1 time in total.
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RedKGB
- Posts: 730
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Re: Prelude, pt. II: World 11 Changelog
Do arrows still cap hunting or just survival now?
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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VDZ
- Posts: 2766
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Re: Prelude, pt. II: World 11 Changelog
That would lead to tons of rage alt griefing. I have no interest in PvP combat, but if some griefing alt attacks me I much prefer being able to knock them out instead of being forcibly ejected (possibly away from any stuff I was carrying in a boat or the like) and getting wounds on top of that.Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.
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Sollar
- Posts: 561
- Joined: Wed May 26, 2010 2:53 pm
Re: Prelude, pt. II: World 11 Changelog
Then my boy, buy rage ...VDZ wrote:That would lead to tons of rage alt griefing. I have no interest in PvP combat, but if some griefing alt attacks me I much prefer being able to knock them out instead of being forcibly ejected (possibly away from any stuff I was carrying in a boat or the like) and getting wounds on top of that.Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.
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Burinn
- Posts: 3097
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- Location: Internet Prison Plotting Her Escape
Re: Prelude, pt. II: World 11 Changelog
The person you are responding to could not have posted that in good faith unless they were a total moron. Best to err on the safe side and ignore it.VDZ wrote:That would lead to tons of rage alt griefing. I have no interest in PvP combat, but if some griefing alt attacks me I much prefer being able to knock them out instead of being forcibly ejected (possibly away from any stuff I was carrying in a boat or the like) and getting wounds on top of that.Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
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Kaios
- Posts: 9268
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Re: Prelude, pt. II: World 11 Changelog
That's why I think removing permadeath in this manner is not really the best way to do it in the first place, not wanting to lose your character and progress permanently to the first badass dude you run in to doesn't mean a player wants to opt out of pvp entirely.NOOBY93 wrote: I think you do, because this makes rage an "if you want the ability to ever down someone, you need rage" thing. Essentially it turns into a "don't buy rage if you're truly a peaceful guy who doesn't wanna fuck with anyone and get fucked by anyone".
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eliminoid
- Posts: 155
- Joined: Tue Oct 25, 2011 6:04 pm
Re: Prelude, pt. II: World 11 Changelog
This can be exploited to teleport your red-handed altsSollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.
And if you disable this for red hands, fuel alts gonna get red handed beforehand
Hi
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Burinn
- Posts: 3097
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Re: Prelude, pt. II: World 11 Changelog
Refer to my previous posting.eliminoid wrote:This can be exploited to teleport your red-handed altsSollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.
And if you disable this for red hands, fuel alts gonna get red handed beforehand
sabinati wrote:do you expect me to just check the forum constantly, fuck off
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NOOBY93
- Posts: 6528
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Re: Prelude, pt. II: World 11 Changelog
I mean, you can still run away. If you want to be able to pvp, you should be able to die, basically.Kaios wrote:That's why I think removing permadeath in this manner is not really the best way to do it in the first place, not wanting to lose your character and progress permanently to the first badass dude you run in to doesn't mean a player wants to opt out of pvp entirely.NOOBY93 wrote: I think you do, because this makes rage an "if you want the ability to ever down someone, you need rage" thing. Essentially it turns into a "don't buy rage if you're truly a peaceful guy who doesn't wanna fuck with anyone and get fucked by anyone".
Jalpha wrote:I believe in my interpretation of things.
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Prelude, pt. II: World 11 Changelog
Imo most of the changes are pretty good
Sieging needs some polishing (anti-swarm protection and attackers not being forced to watch the siege engines dry for full 24 hours),
Rage thing needs indicators + Zeler's idea of people without rage being auto-peacefull in combat relations,
Sieging needs some polishing (anti-swarm protection and attackers not being forced to watch the siege engines dry for full 24 hours),
Rage thing needs indicators + Zeler's idea of people without rage being auto-peacefull in combat relations,
It should just be a softcap, that and hardcap for butchering/skinning would be enough. I don't think that forcing every single hunter to get 300-400 survival is a good idea. And I get what the "survival values of everyone who has dealt damage to them" was supposed to counter but you can still use a 10 uac/300 survival char with 300 uac/0 survival character tanking the animal and throwing opp knocks while the other one does all the damage.jorb wrote:Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..