bmjclark wrote:Removing speed boosts would be a good experiment tbh. If its terrible, you can always just bring them back
loftar wrote:Nightdawg wrote:Give us access to the resource tools/scripts, to make custom content
What do you mean by this, more precisely? I'm sure I don't need to tell you that just because you can make resources, doesn't mean you can add mechanics to the server. Are you talking about custom "resource packs"?
All that being said though, I've said it before, but even if I could "extract" the resource scripts from the rest of the infrastructure (which would be quite a task), I really don't think they would be useful to any external parties anyway, since they're much more of a "compiler" than an "archiver". I don't have scripts or tools to decompile resources.

loftar wrote:Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone knows, please remind me. Otherwise, this is certainly not a change that we're wed to.
stickman wrote:i dont understand the change to visitor gates. is this supposed to be a pro pker change?
imagine... you wake up before work... you gotta leave in 10 min... you go to the swamp or go check some hq resource spot to get some stuff to fill your study... someone attacks you...
normally you would just run back to your base... but now you cannot run back to base because you cannot go through you own gate.... the pker is probably better then you at running, your probably not getting away in 10 min... so you have no where to go... so i guess you just close the client and die if you need to go to work?
If i have no where to run I will probably litter claim and boats around everywhere.... but you guys still haven't fixed the ability to log out alts in other peoples boats... so the pker will probably already have an alt logged out in your snekja to prevent you from getting away. or they will have blockaded your boat in ahead of time anyway.
I think what will happen is instead of hermits going out on their mains they will only go out on throw away alts.
if i am interpreting this correctly his seems like a very anti hermit change.
loftar wrote:Hmm, the visitor gate thing was a change we queued up quite a while ago, so I must admit I don't remember the details, but the reason for it was because non-visitor-gates were being utilized in really sploity ways, that seemed worse than losing "airlocks", and a parallel world seemed like a good opportunity to see if we could get by without them (also because the distinction between gate types has always seemed ugly to me). I wish I could remember the exact reason, but I'm not finding it right now. If someone remembers the exploit, please remind me. Otherwise, this is certainly not a change that we're wed to.
vatas wrote:My understanding is that speed boots were implemented (at least on part) because, on paper, newbs would get most use out of them. But the obvious problems are:
1) how do you communicate to the newb that you need to pick up speed boosts?
2) how will a newb know how much it's worth to stray from the vector, leading directly away from the PK chasing them, to pick up one?
Robben_DuMarsch wrote:

SnuggleSnail wrote:truly the greatest exploit of our time is that you can trap people if they decide to give themselves visitor
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