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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Villages
How much do the objects actually drain? Ie do I have to macro looms 6 or 18 hours a day to keep my idol lit?
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Game Development: Villages
You know loftar so that would probably be a yes.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Villages
Compensation work for you guys with updates like these = work = time not spent doing meaningful development. Retconning undesired outcomes = ugly glitches in the matrix that leave scars. Q1 Soldiersword, wtf? We did what we could, but the system needed a rewrite, and we cannot and should not always attempt some sort of "backwards compatibility" with the game, as that will leave the engine code full of nasty hacks to manipulate deprecated object types and god alone knows what. What we really attempted to (successfully, I might add) save here was the village idols.
Every time a meteor falls on your head, loftar has warded off a black hole.
Every time a meteor falls on your head, loftar has warded off a black hole.
"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
-- Hieromonk Seraphim Rose
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Villages
No, I'm fine with all that, but I really don't like what you did with authority gain and drain. The game needs to discourage, not encourage macroing. Filling the authority with items would be non-macroable, more fun and good for trade (this update has pretty much killed linen trade). And it'd let us keep *some* dummy villages, which are practically a necessity in the game as it is now.
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Drowner
- Posts: 59
- Joined: Sun Jan 24, 2010 12:45 pm
Re: Game Development: Villages
I don't understand how you saved village idols, as I said we have 3 people online gaining lp and our authority is still declining.jorb wrote:Compensation work for you guys with updates like these = work = time not spent doing meaningful development. Retconning undesired outcomes = ugly glitches in the matrix that leave scars. Q1 Soldiersword, wtf? We did what we could, but the system needed a rewrite, and we cannot and should not always attempt some sort of "backwards compatibility" with the game, as that will leave the engine code full of nasty hacks to manipulate deprecated object types and god alone knows what. What we really attempted to (successfully, I might add) save here was the village idols.
Every time a meteor falls on your head, loftar has warded off a black hole.
(Retired due to SoS)Drowner - Former Chieftain of Brodgar Public Iron Mine
Big John
DrunkenBoxer
Big John
DrunkenBoxer
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Villages
Yes, but the long term plan is to integrate village authority with our "intellectual resources" in terms of wyrd, and similar concepts that we're throwing around. For this later purpose of game development, it suits us much better if the mechanics are based on the present LP system, as that is a driving engine that we are going to replace entirely, anyway. It will, from there, be easier to transition, we believe. The new system will, hopefully, be a lot harder to macro.Potjeh wrote:No, I'm fine with all that, but I really don't like what you did with authority gain and drain. The game needs to discourage, not encourage macroing. Filling the authority with items would be non-macroable, more fun and good for trade (this update has pretty much killed linen trade). And it'd let us keep *some* dummy villages, which are practically a necessity in the game as it is now.
"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
-- Hieromonk Seraphim Rose
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Justicar
- Posts: 25
- Joined: Sun Nov 29, 2009 8:49 pm
Re: Game Development: Villages
So, those numbers on the auth drain...?
We'd need at least 6 flags and 30 statues to cover our entire village. Somehow I've the feeling you've made large towns impossible to maintain, even with a large number of active players...
We'd need at least 6 flags and 30 statues to cover our entire village. Somehow I've the feeling you've made large towns impossible to maintain, even with a large number of active players...
Last edited by Justicar on Sat Apr 03, 2010 10:45 am, edited 1 time in total.
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Game Development: Villages
Anyone build this 'strong box' yet? Its very pricey at 3 bronze, 2 Steel. Only way I could see anyone making such a container is it spits out a key and acts as a secure stash for valuables, but then what keeps people from just picking it up and walking away with it? A little more info on what this douse would be nice.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Villages
The idea has not been to make villages impossible to maintain, quite the opposite. As always, numbers are hard to set initially, but I'm sure we'll find a good balance eventually.
"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
-- Hieromonk Seraphim Rose