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Fierce_Deity
- Posts: 783
- Joined: Thu Feb 12, 2015 4:11 pm
Re: Game Development: Castles in the Sand
If you enter someones base that happens to have a cave or minehole which is not also gated, will entering and leaving one allow you to commit crimes?
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MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Game Development: Castles in the Sand
This just gives a huge buff to villages with personal plots. I know of at least a few villages where personal plots are used, but inner plot gates are left open for convenience, and people trust the outer wall to keep raiders out. Now, even if a group was to get through the outer wall, there's nothing to raid inside the village.
(once and futue king btw)
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Castles in the Sand
Yes.Fierce_Deity wrote:If you enter someones base that happens to have a cave or minehole which is not also gated, will entering and leaving one allow you to commit crimes?
"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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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Game Development: Castles in the Sand
I don't hate the idea, I'm just more upset over with that its not implemented alongside any siege changes, and we will have to wait for an indeterminate amount of time before there is a decent hope of real conflict. Villages already have a huge edge in preventing any raids from happening.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
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DaniAngione
- Posts: 1791
- Joined: Sun Dec 18, 2011 12:22 am
- Location: The Hearthlands
Re: Game Development: Castles in the Sand
Well, feel free to come separate as well if you want, tooAmanda44 wrote: Em is like some sort of night owl, lol, it's quite hard to be on at the same time as her when I have to get up early, but we really should sort it out and set a date, I'm looking forward to visiting.
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Game Development: Castles in the Sand
so if you bash through the outer wall and an there are lots of interior plots with their gates open, and you walk through one of the inner gates, do you suddenly loose all ability to commit crimes on the claim until u leave the claim and go back through your bashed in area?
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Castles in the Sand
Perhaps, but as I said earlier, I'd like to observe first what these changes lead to in isolation. It seems prudent to not change everything at once.Astarisk wrote:I don't hate the idea, I'm just more upset over with that its not implemented alongside any siege changes, and we will have to wait for an indeterminate amount of time before there is a decent hope of real conflict. Villages already have a huge edge in preventing any raids from happening.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Castles in the Sand
No, you get an individual Visitor buff for each claim, and it prevents crimes specifically against its own claim.DeadlyPencil wrote:so if you bash through the outer wall and an there are lots of interior plots with their gates open, and you walk through one of the inner gates, do you suddenly loose all ability to commit crimes on the claim until u leave the claim and go back through your bashed in area?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Game Development: Castles in the Sand
What happens if u aggro someone, then they run inside their gate? Does aggro stop?loftar wrote:No, you get an individual Visitor buff for each claim, and it prevents crimes specifically against its own claim.DeadlyPencil wrote:so if you bash through the outer wall and an there are lots of interior plots with their gates open, and you walk through one of the inner gates, do you suddenly loose all ability to commit crimes on the claim until u leave the claim and go back through your bashed in area?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Castles in the Sand
Only creating a fighting relation is a crime, so as long as you have one open, the Visitor buff does not affect it, and you can go on doing whatever you were already doing.overtyped wrote:What happens if u aggro someone, then they run inside their gate?
"Object-oriented design is the roman numerals of computing." -- Rob Pike