Fair enough within the confines of the existing mechanics at the time, perhaps? I don't know exactly how it went down and don't really have decided opinions on it. Suffice it to say that it had very little impact on this development.higherark wrote:On one hand you claim the sacking of ryleh was fair enough, but then you say using a spy to open the gates is a cheesy exploit. Which one is it?
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jorb
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Re: Game Development: Castles in the Sand
"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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Bregos
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Re: Game Development: Castles in the Sand
will you add a bit smaller stone towers ????or it will be just this one ??
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jorb
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Re: Game Development: Castles in the Sand
Wall jumping should not be possible. This case should not exist, and if it does, then that is the problem.Kirche wrote:Is it possible to extend these gate protections to unbroken walls as well, thus countering bug jumping from having any affect?
You'd still be able to break the wall and get in to raid a place, but exploiters wouldn't benefit from jumping over walls anymore
"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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loftar
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Re: Game Development: Castles in the Sand
Is this complaint intended to say "it's impossible to infiltrate a village anymore"? Because it's certainly not "total safety", since you can still bash the wall as you've always been able to.higherark wrote:because claim+gate provides total safety
In that case, please feel free to start a thread in C&I discussing possible and reasonable infiltration mechanics.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Game Development: Castles in the Sand
You should redo this to keep keys in the loop:loftar wrote:No, you are flagged as a visitor whenever you pass an open gate, quite simply. Nothing more and nothing less to it.Drevar wrote:edit..Also is the mechanic directional? Like if you pass through a reversed gate (normally exiting) does this still function?
If one has a matching key for the gate the 'no crime' debuff should not trigger when the key would allow to open the gate in the direction one passes it.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Game Development: Castles in the Sand
Yeah, I've considered something like that. Not entirely sure yet.Granger wrote:If one has a matching key for the gate the 'no crime' debuff should not trigger when the key would allow to open the gate in the direction one passes it.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Game Development: Castles in the Sand
What is holding you back?loftar wrote: Not entirely sure yet.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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slipper
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Re: Game Development: Castles in the Sand
Stone walls, when? I don't even care if they have less soak than brick.
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loftar
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Re: Game Development: Castles in the Sand
Considering possible unintended consequences? :)Granger wrote:What is holding you back?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Oddity
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Re: Game Development: Castles in the Sand
> You can no longer raid anyone unless you wall-bash
Wow.
Wow.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll