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Eemerald
- Posts: 2780
- Joined: Mon Jan 10, 2011 5:58 pm
Re: Fixing personal claims
its pretty annoying tbh. because if you leave stuff in kilns, or smelting, or whatever else, then you can't really secure it. I know you shouldn't over build etc etc, but once you get to making a claim it'd be nice for it to actually have some kind of effect

A (bad) Haiku
I heart Emerald
She hates villagers with lives
Leads with iron fist
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Casual
- Posts: 15
- Joined: Thu Feb 18, 2016 5:17 pm
Re: Fixing personal claims
Or just create alts and hoard that stuff there (and keep these items completely safe as opposed to those who use only one character).sabinati wrote:the point is don't hoard stuff you aren't going to use soon and don't overbuild your infrastructure past your capacity to protect it in the beginning
Also, do you really think that everything is okay with actual mechanics? That situation where new player buys defense skill and it makes no effect for 8 hours is a good design? I can clearly see how new player quits just because all of his stuff was destroyed, even though he just got a Yeomanry skill few hours ago. While it still wouldn't make difference to any experienced player who has required skills to destroy stuff on someone's claim then it decreases the chances that such player will perform these actions, just because of the scents. On the other hand it defends that claim from anyone who doesn't have required skills.
Sure, I can agree that my idea is not the best. It creates it's own problems, but I will never agree that actual design is good. It basically solved a problem of claims placed for grefing but too created new.
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LadyV
- Posts: 3113
- Joined: Wed Jan 25, 2012 2:34 am
Re: Fixing personal claims
If a claim is placed within a certain distance of another it takes on the current wait time to develop. If not It has no limitation because it is not contested.loftar wrote:If you have a better solution to the converse problem of cheap claim griefing, I'm all ears.Casual wrote:Did developers really think that making players defenseless for 8 hours is a good idea?
Logging into a claim that is useless to protect me is not any more right. It just stops development till your mechanic comes online.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Fixing personal claims
Could do what we do and focus on character development during that timeLadyV wrote:If a claim is placed within a certain distance of another it takes on the current wait time to develop. If not It has no limitation because it is not contested.loftar wrote:If you have a better solution to the converse problem of cheap claim griefing, I'm all ears.Casual wrote:Did developers really think that making players defenseless for 8 hours is a good idea?
Logging into a claim that is useless to protect me is not any more right. It just stops development till your mechanic comes online.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Fixing personal claims
That's a pretty ridiculous statement, these are new players we are talking about not seasoned veterans that know what they are doing. The 8 hour activation time on claims is a pain in the ass and a new player should not be punished due to this simply because they didn't realize they could block a cave with a leanto or some other exploit-y shit that older players tend to make use of.sabinati wrote:the point is don't hoard stuff you aren't going to use soon and don't overbuild your infrastructure past your capacity to protect it in the beginning
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Thedrah
- Posts: 943
- Joined: Fri Apr 08, 2011 2:20 am
- Location: behind you
Re: Fixing personal claims
maybe we should have an experience when the first personal claim goes up, something saying it has 8hours to have authority or something
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