It ain't nothin but a gangsta thang

General discussion and socializing.
EPSIL0N
Posts: 73
Joined: Mon Feb 01, 2010 4:32 am

Re: It ain't nothin but a gangsta thang

Post by EPSIL0N »

Lightning2 wrote:Image
Push harder, the harder you push the better it fits.

But seriously, you are right the gates are too small and a good number of players won't be able to break down existing gates to build bigger ones.
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Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: It ain't nothin but a gangsta thang

Post by Jackard »

EPSIL0N wrote:Push harder, the harder you push the better it fits. But seriously, you are right the gates are too small and a good number of players won't be able to break down existing gates to build bigger ones.
wouldnt be a problem if you could use authority to delete objects
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Potjeh
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Joined: Fri May 29, 2009 4:03 pm

Re: It ain't nothin but a gangsta thang

Post by Potjeh »

What about walls on personal claims rather than village claim?

IMO the best solution would be to set soak for everything to 0 if you have vandalism authorization where the object you're destroying is. Yes, that also means 0 soak for unclaimed walls, which would be a better solution to grief walling than cornerpost sealing.

On another tangent, cabins and houses should have same soak as palisade, and mansions as brick walls.
Image Bottleneck
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Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: It ain't nothin but a gangsta thang

Post by Jackard »

Potjeh wrote:IMO the best solution would be to set soak for everything to 0 if you have vandalism authorization where the object you're destroying is. Yes, that also means 0 soak for unclaimed walls, which would be a better solution to grief walling than cornerpost sealing.
good idea. sealing is terrible anyways because of decay.
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kLauE
Posts: 1085
Joined: Thu Aug 06, 2009 12:58 am

Re: It ain't nothin but a gangsta thang

Post by kLauE »

removing teleport = OMG :roll:

Travel hours to good soil, water and clayspot. More hours to walk to ur silver or goldmine. And if u want to trade, u should have some free days.

sounds great and fery vunny!
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Jackard
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Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: It ain't nothin but a gangsta thang

Post by Jackard »

kLauE wrote:removing teleport = OMG :roll:

Travel hours to good soil, water and clayspot. More hours to walk to ur silver or goldmine. And if u want to trade, u should have some free days.
pay off some gypsies to do it for you
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Garlicman
Posts: 417
Joined: Wed Jan 27, 2010 12:30 pm

Re: It ain't nothin but a gangsta thang

Post by Garlicman »

Will we be able to die of dysenteria?
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Valnar
Posts: 171
Joined: Sun Aug 23, 2009 12:25 am

Re: It ain't nothin but a gangsta thang

Post by Valnar »

Garlicman wrote:Will we be able to die of dysenteria?
I am sure we will be able to make a large stockpile of laudanum if that ever comes.
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jorb
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Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: It ain't nothin but a gangsta thang

Post by jorb »

Image

Yeeehaaaw!
"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."

-- Hieromonk Seraphim Rose
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Jackard
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Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: It ain't nothin but a gangsta thang

Post by Jackard »

heh. its too bad you cant protect anyone by circling the wagons in this

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