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DatSheep
- Posts: 540
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Re: Divine Intervention: Friends of Gerdgen
I guess commune needs reworking then, bigger cooldown if it already had one? Not sure.
Something died in my basement and gave me rubella
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loftar
- Posts: 9096
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Re: Divine Intervention: Friends of Gerdgen
ChildhoodObesity wrote:lol do you actually think there was a bug involved or something?? i cant believe this LOL
I think it should be pretty clear to anyone with half a brain that being able to use Commune with Nature to effectively choose your questgivers is not an intended mechanic, and should have been reported. Especially queuing up 15 of them simultaneously even though the game is otherwise very clear with the fact that you can only have one wind quest at a time is pretty obviously a bug.julian12it wrote:Oh nooo, we figured out how the game works because our developers don't tell us shit. Haha lets punish them!
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Divine Intervention: Friends of Gerdgen
If you have roads to your quest-givers you obviously deserve a nuke, obviously.
The commune with nature shit really wasn't good at all, no one cares about it.
The commune with nature shit really wasn't good at all, no one cares about it.





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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Divine Intervention: Friends of Gerdgen
What does this have to do with gerdgen? Why not just change commune with nature? Are you punishing players for using mechanics that you implemented into the game? What counts as "obviously unintended"? Is a bonfire with 2 charisma alts also unintended considering there's no actual feast? Will you nuke everyone using such a strat? What makes this one special?loftar wrote:ChildhoodObesity wrote:lol do you actually think there was a bug involved or something?? i cant believe this LOLI think it should be pretty clear to anyone with half a brain that being able to use Commune with Nature to effectively choose your questgivers is not an intended mechanic, and should have been reported. Especially queuing up 15 of them simultaneously even though the game is otherwise very clear with the fact that you can only have one wind quest at a time is pretty obviously a bug.julian12it wrote:Oh nooo, we figured out how the game works because our developers don't tell us shit. Haha lets punish them!
Instead of being inconsistent and wasting people's time just try to implement better game mechanics MAYBE
Last edited by NOOBY93 on Fri Nov 09, 2018 2:09 am, edited 1 time in total.
Jalpha wrote:I believe in my interpretation of things.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Divine Intervention: Friends of Gerdgen
Looking at the logs for how it was used, it appears to have been cared about.DDDsDD999 wrote:The commune with nature shit really wasn't good at all, no one cares about it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Divine Intervention: Friends of Gerdgen
Small Fixes
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Made it so that Commune with Nature no longer increases its search distance the more total quest points you have. It should now generally contact quest givers close to you.
what were u expecting haha ppl to not take advantage of the good road systems they built?
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Made it so that Commune with Nature no longer increases its search distance the more total quest points you have. It should now generally contact quest givers close to you.
what were u expecting haha ppl to not take advantage of the good road systems they built?
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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ElGato
- Posts: 1945
- Joined: Tue Nov 10, 2009 2:10 am
Re: Divine Intervention: Friends of Gerdgen
OMG who is using bugs? can you guys post a list of names?loftar wrote:Looking at the logs for how it was used, it appears to have been cared about.DDDsDD999 wrote:The commune with nature shit really wasn't good at all, no one cares about it.
burgingham wrote:We are all Gato, and Gato is Delamore of course. Goons blablabla...
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Sabinati wrote:yeah we're gonna kill you gato!!!
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Divine Intervention: Friends of Gerdgen
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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Audiosmurf
- Posts: 2944
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Re: Divine Intervention: Friends of Gerdgen
Like clockworkEntrenched Haven & Hearth Community wrote:>abuse bugs
>get a slap on the wrist
>cry like the fucking world is ending
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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julian12it
- Posts: 787
- Joined: Sat Sep 11, 2010 8:01 pm
- Location: Topaz
Re: Divine Intervention: Friends of Gerdgen
What's outrageous is your punishment methods of removing the tree from one group of users when others have the equivalent. Every other faction uses this method in acquiring quests.loftar wrote:ChildhoodObesity wrote:lol do you actually think there was a bug involved or something?? i cant believe this LOLI think it should be pretty clear to anyone with half a brain that being able to use Commune with Nature to effectively choose your questgivers is not an intended mechanic, and should have been reported. Especially queuing up 15 of them simultaneously even though the game is otherwise very clear with the fact that you can only have one wind quest at a time is pretty obviously a bug.julian12it wrote:Oh nooo, we figured out how the game works because our developers don't tell us shit. Haha lets punish them!