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Audiosmurf
- Posts: 2944
- Joined: Fri Jul 02, 2010 9:00 pm
- Location: Ice Hell
Re: Prelude: World 16.2
It could not be more obvious that this shit is maintenance mode until Hav3n/OCO just like 2D was
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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QueueSS
- Posts: 36
- Joined: Wed Jul 17, 2013 4:16 am
Re: Prelude: World 16.2
yeah i mean fair ig lol, it must be disappointing to be dissatisfied with a world reset knowing that itll be another 8-12 months before anotherAudiosmurf wrote:Yeah, good question. Almost like he doesn't like the game?QueueSS wrote:But what makes you say the world isn't playing? I feel like any reset has inherent value since fresh worlds are always fun
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maze
- Posts: 2819
- Joined: Sat Mar 27, 2010 3:15 am
- Location: Canada
Re: Prelude: World 16.2
Ragehide = Rage + Rawhide
Ragehide never be used as a skill useless used to grief players or exploiting. PvP'ers don't like it because they're not killing the player and just sending it home. PvE'esr don't like it because it's a possible griefing tool.
1) Ragehide should not/cant be used when the person using Ragehide has visitor gate debuff, this would stop market shenanigans or somebody running into your village, thought your gates and Ragehiding sending you back to your fire.
2) Ragehide on players with red handed, how will that work? knocking out a player who has red handed (because they have theft but not rage), or not sending them home (would be abused to avoid Ragehide)
3) Ragehide acts like eviction, meaning there is a timer before they're sent back to their hearthfire?
When and where is this gonna be used for? the idea behind it was to stop a player who runs in and out of their gates to be annoying by pushing you in pvp or blocking your way but they dont have rage so you don't want to aggro them yourself. You can activate Ragehide to send them away, is this really helpful to pvp? and/or is it giving more power to aggressor type players and and lessening what "non-rage" players can do to defend their selves.
I know another reason for possibly adding this was to combat bot swarms, but the same bot swarm can all have rage.
So ultimately I think this takes away for the possibly that people will leave their walls to attempt to pvp, the real hardcore pvper crowd will get rage just to fight, the players who just be ok to defend tend to not want to get rage and will attempt to defend their villages or walls by doing gate strategy, and lastly we have the crowd of pvpers who don't by rage and run around trying to get ragers to start combat with them.
Maybe make a toggle for rage players so they can toggle a button that stops them from aggroing players who don't own rage, instead of having this ragehide skills?
Ragehide never be used as a skill useless used to grief players or exploiting. PvP'ers don't like it because they're not killing the player and just sending it home. PvE'esr don't like it because it's a possible griefing tool.
1) Ragehide should not/cant be used when the person using Ragehide has visitor gate debuff, this would stop market shenanigans or somebody running into your village, thought your gates and Ragehiding sending you back to your fire.
2) Ragehide on players with red handed, how will that work? knocking out a player who has red handed (because they have theft but not rage), or not sending them home (would be abused to avoid Ragehide)
3) Ragehide acts like eviction, meaning there is a timer before they're sent back to their hearthfire?
When and where is this gonna be used for? the idea behind it was to stop a player who runs in and out of their gates to be annoying by pushing you in pvp or blocking your way but they dont have rage so you don't want to aggro them yourself. You can activate Ragehide to send them away, is this really helpful to pvp? and/or is it giving more power to aggressor type players and and lessening what "non-rage" players can do to defend their selves.
I know another reason for possibly adding this was to combat bot swarms, but the same bot swarm can all have rage.
So ultimately I think this takes away for the possibly that people will leave their walls to attempt to pvp, the real hardcore pvper crowd will get rage just to fight, the players who just be ok to defend tend to not want to get rage and will attempt to defend their villages or walls by doing gate strategy, and lastly we have the crowd of pvpers who don't by rage and run around trying to get ragers to start combat with them.
Maybe make a toggle for rage players so they can toggle a button that stops them from aggroing players who don't own rage, instead of having this ragehide skills?
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feeder942
- Posts: 29
- Joined: Tue Sep 23, 2014 10:28 am
Re: Prelude: World 16.2
Yas, rage pvp world. So, who wanna village? #16.2 cities
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magnet
- Posts: 355
- Joined: Sat Jun 12, 2021 2:35 am
Re: Prelude: World 16.2
cant wait to spawn in a central continent with all you fuckers
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WowGain
- Posts: 1097
- Joined: Fri Mar 07, 2014 2:09 am
Re: Prelude: World 16.2
Didn't get a chance to mention it during stream but please when you're going over the timer stuff for 16.2 don't just revert to old timer, just fix the edge cases with the faster timer like treepots on herb tables and please god fix steelmaking. The faster time during 16.1 has, in almost all instances, been a massive improvement on 16.1 over past worlds. if you're struggling with curio timers just double the study time of curios to effectively fix it to their old time values. ive noticed that curios go pretty quickly this world but I do not struggle to have the resources to make immense amounts of long-study time curios like rattle-tattles, easter eggs, glue troll, etc
Last edited by WowGain on Sat Jul 18, 2026 4:11 am, edited 2 times in total.
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven
discord: wowgain
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Keltheras
- Posts: 1
- Joined: Fri Jun 13, 2025 9:26 am
Re: Prelude: World 16.2
Honestly . was looking forward to a fresh world to call permanent instead of this old deteriorated world from 2 years ago . even when i played since may 2025 and put in 1000's of hours .. the world was mostly rummaged through . Love the game though and thank you very much , am excited for 16.2 !
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Prelude: World 16.2
A changelist of "nothing, pvp may happen more with a single continent spawn, so we'll let non-ragers hearth themselves with an alt"





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rfxDarth
- Posts: 101
- Joined: Tue Mar 09, 2010 4:13 pm
Re: Prelude: World 16.2
Of course not, who would do such a thingloleznub wrote:Surely this won't have any unintended side effects that won't be abused or weaponized in any wayjorb wrote:
[*] Changes to disempower characters without "Rage" in combat. The current line of thinking is to make it possible to "evict" characters without "Rage" from more or less anywhere.
Code: Select all
let evict_index = 5;
async function evict({id, resid}) {
if (state.res.get(resid).name !== 'gfx/borka/body') return;
game.clickGob(state.mapview.id, {id}, 3);
game.wdgmsg(state.last_wdg_id + 1, 'cl', [0, evict_index]);
const menu = await game.waitFor('new_wdg', (({type}) => type === 'sm'));
const new_evict_index = menu.cargs.indexOf('Evict');
if (new_evict_index !== -1) {
//do it again for a good measure
game.wdgmsg(menu.id, 'cl', [0, new_evict_index]);
evict_index = new_evict_index;
}
}
//Execute synchronously during frame parsing for lower latency
game.prependFastListener('OD_RES', evict)
game.prependFastListener('OD_COMPOSE', evict)
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Juris
- Posts: 3
- Joined: Sun Dec 18, 2022 4:45 pm
Re: Prelude: World 16.2
Release in September, and doomsday camera.