Now, i understand some lads did something that exploited xroads, too many on one vclaim is one possible way of looking at this
an idea i had is perhaps limiting the number of xroads you can build per vclaim, say 2 per vclaim, to make life functional, then you get access to an extra one per banner and maybe 2 per statue you put up, that way it's expensive to build heaps, but big villages can still utilize this most essential of village protections.
doing this, you could put the cost of an xroad back to normal.. and honestly i am still confused about wether you need a ram to destroy one?
I dont know how hard that is to implement, and i'm sorry if it's insane, but i can see this idea making the majority of people happy
Any further idea's?
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Patchouli_Knowledge
- Posts: 2248
- Joined: Mon Jun 20, 2011 1:57 am
Re: Xroad alternative solutions
First of all, crossroad exploitation has been around since world 5 and perhaps world 4.
Banners are very cheap and defeats the purpose of the limitation on the limitation. The exploit will simply change from surrounding a ram with crossroad into surrounding a ram with crossroads and banners.
Alternate solutions to the problems includes:
1) Making crossroads have no collision box. (seems to be the best one so far)
2) Setting a minimum distance between authority object (was my idea)
Banners are very cheap and defeats the purpose of the limitation on the limitation. The exploit will simply change from surrounding a ram with crossroad into surrounding a ram with crossroads and banners.
Alternate solutions to the problems includes:
1) Making crossroads have no collision box. (seems to be the best one so far)
2) Setting a minimum distance between authority object (was my idea)

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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samual82
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- Joined: Thu Jun 17, 2010 11:57 pm
Re: Xroad alternative solutions
i am down with both of those alternatives, especially removing the hitbox issue
having to zoom in to navigate around the xroad when i leave a village... such an annoyance
banners are an absolute pain i thought, unless you have a cloth bot
having to zoom in to navigate around the xroad when i leave a village... such an annoyance
banners are an absolute pain i thought, unless you have a cloth bot
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Patchouli_Knowledge
- Posts: 2248
- Joined: Mon Jun 20, 2011 1:57 am
Re: Xroad alternative solutions
You only need 125 fiber to make one and they are permanent. For raiding intents, the banners can be thought of as a permanent fixture to a raiding outpost and you can store a lot of them ahead of time. Albeit banners are nowhere cheap as crossroads but as most items of the game, resource isn't a huge issue for high level players, effort is.

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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samual82
- Posts: 83
- Joined: Thu Jun 17, 2010 11:57 pm
Re: Xroad alternative solutions
if resources are not a problem, then that person deserves their advantage. Is my opinion on that
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MagicManICT
- Posts: 18435
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Re: Xroad alternative solutions
Resources are only a problem for ANYONE in only the amount of time it takes to acquire said resource. The "problem" is when game mechanics are abused in unintended ways.samual82 wrote:if resources are not a problem, then that person deserves their advantage. Is my opinion on that
The problem with the xroad fix is that it moves the cost of building one from ridiculously cheap to almost prohibitively expensive. Steel is a pain if you don't log in at least twice a day (more, really) as a hermit or have a decent village operation going. Then, for the large villages, it doesn't really stop anything as they shit steel bars after having an iron rich breakfast.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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ImAwesome
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- Joined: Sat Sep 10, 2011 4:35 pm
Re: Xroad alternative solutions
yea only staying lit for 12 hours when it takes 56 is crazy...if you ever have to work late you're screwed.MagicManICT wrote:The problem with the xroad fix is that it moves the cost of building one from ridiculously cheap to almost prohibitively expensive. Steel is a pain if you don't log in at least twice a day (more, really) as a hermit or have a decent village operation going.
not only that, but if the game runs 8 hour days that means it takes a week to make steel in game when it only takes a day(several hours to take iron and make steel in a setup far less advanced than the 1 in game) to make it normally.
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Frycito
- Posts: 12
- Joined: Sat Jun 19, 2010 7:11 pm
Re: Xroad alternative solutions
honestly, this is ridiculous.
Now CRs are way too expensive and especially small villages can hardly afford them any more.
Now CRs are way too expensive and especially small villages can hardly afford them any more.
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dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Xroad alternative solutions
Why not just remove crossroads from the game and implement a more advanced way of transportation that doesn't includes some offworld teleportation around the place...Frycito wrote:honestly, this is ridiculous.
Now CRs are way too expensive and especially small villages can hardly afford them any more.
No crossroads mean... No teleporting raids, where larger more advanced groups would travel easily over their territory.
No quick way to trade between villages.
No quick escape or infiltration to places.
And to top it off, it's easier if the devs do things to make it harder on everyone, not to a certain group. So no crossroad or teleportation of the sorts will easily solve that, and it doesn't make sense lore-wise in a game like HnH anyhow.
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samual82
- Posts: 83
- Joined: Thu Jun 17, 2010 11:57 pm
Re: Xroad alternative solutions
yeah, about the resources, i meant if it's difficult enough
and in all reality, i think difficulty should be based on the hermit, working large villages are not as common as hermits and small groups
another thing, abolishing xroads would for myself, make this game so annoying as to be unplayable. completely ruin decent trading, and open all but the genius, stupidly diciplined, and those with complicated recessed double gate bots
and in all reality, i think difficulty should be based on the hermit, working large villages are not as common as hermits and small groups
another thing, abolishing xroads would for myself, make this game so annoying as to be unplayable. completely ruin decent trading, and open all but the genius, stupidly diciplined, and those with complicated recessed double gate bots