Removing tps didnt work

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Re: Removing tps didnt work

Postby stickman » Sun Dec 20, 2015 5:22 pm

I was thinking... what if you kept current road system (maybe with tweaks).... but put another system ontop which made so you just cant teleport anywhere but you can get to certain places for trading...

like maybe have giant ring of brodgar in the middle of the map... and then have tons of random parts of the ring (like inviditual stones or maybe your statues)... and when you go to the statue you have the option of teleport to the ring of brodgar. you could claim or wall in the statue/stone or even make yoru village around it to secure access.

inside the ring of brodgar would be a no criminal acts zone or something... so you can safely get there... people can PK just outside the ring if they want.... it may actually make pking on alts just outside the ring fun.. or having 1 on 1 spars (maybe it would be like runescape edgeville fighting which I found super fun)

would also give people a spot to hang out and talk with others.
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Re: Removing tps didnt work

Postby strpk0 » Sun Dec 20, 2015 5:39 pm

The concept of "No-PvP zones" is very exploitable due to how the current crime system works (scented characters could just afk/log out inside this zone and wait their buff out), so I'm not entirely sure how well that would work.
Though I do personally like the idea of being able to teleport to certain places on the world, I think it would make trading cities and other projects with socialization in mind way easier to execute (I would assume characters that recently commited crimes would be prevented from teleporting to these zones, as they sometimes are prevented from teleporting to their HFs).
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Re: Removing tps didnt work

Postby Naeght » Sun Dec 20, 2015 10:21 pm

Maybe a mix of Crossroads and Charter Stone?
Not a building that allows to spawn on it, but teleport to it from anywhere.
It would be designed in such a way that only Trading Cities would be interested in being the receiving end of the teleport, with a considerable authority drain to only keep the most worthwhile active.
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Re: Removing tps didnt work

Postby Astarisk » Sun Dec 20, 2015 10:43 pm

Potjeh wrote:And you can continue travel from the next roadsign, so what's the problem? Same goes for destroying, your average character will spend more time bashing a couple of stone signs than it took to build them using smelter gneiss (unless we're talking a palibasher+, but then again character scaling breaks everything in the game rather than just roads), and you can then just walk half a minimap and continue teleporting.

Crossroads system was terrible in it's exploitableness and bringing it back would be a huge step backwards, almost on par with bringing back LP from actions.

So yeah, the roads work mostly fine, if anything it needs a nerf in form of travel weariness. But it may seem to work poorly because there's simply not enough players to build roads, but that is a completely unrelated issue.


It's stupid easy to make alts with a decent amount of strength to bash signs at a reasonable pace, and its even more stupidly easy to have a bot that just bashes road signs all day. They take less energy to remove than it does to build, road signs are a mess and have far too many issues that out weighs the good.
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Re: Removing tps didnt work

Postby rye130 » Sun Dec 20, 2015 10:50 pm

Potjeh wrote:
bmjclark wrote:I know ports that have been blocked by random spawned HFs in the starting grid lol. How can you not think they're too easy to disrupt?

And you can continue travel from the next roadsign, so what's the problem?


When its not a random hearthfire and is a player waiting there to kill you. There's no way to guarantee your safety taking ports so they become basically unusable for frequent use.
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Re: Removing tps didnt work

Postby jorb » Wed Dec 23, 2015 10:32 am

Avu wrote:When roads were suggested I specifically asked that the road announces you before hand if it is blocked at any point so you don't have to alt port. That part never got implemented. Let's not throw the baby with the bathwater.


I agree that that should be implemented regardless.
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Re: Removing tps didnt work

Postby jorb » Wed Dec 23, 2015 10:33 am

Potjeh wrote:Crossroads system was terrible in it's exploitableness and bringing it back would be a huge step backwards, almost on par with bringing back LP from actions.


No one is considering bringing back crossroads as they were, though.
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Re: Removing tps didnt work

Postby Astarisk » Wed Dec 23, 2015 10:47 am

jorb wrote:
Avu wrote:When roads were suggested I specifically asked that the road announces you before hand if it is blocked at any point so you don't have to alt port. That part never got implemented. Let's not throw the baby with the bathwater.


I agree that that should be implemented regardless.


I fail to see how implementing that would really do anything, sure it just tells you that a road is blocked somewhere down the line. But really, if someone was camping road signs, they'd just swarm around the end point and kill you before you render. Pretty easy to still make a trap without technically blocking the road. Doesn't seem like checking for that would be a solution to anything.
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Re: Removing tps didnt work

Postby Onep » Wed Dec 23, 2015 10:47 am

One thing I would love for you to consider, is making them harder to destroy or grief. Perhaps some sort of authority object. As it is, you can easily take an alt, toss on a bear cloak, amulet and start bashing away. Claiming them does next to nothing because any extensive road would simply be too large an area.
We've had entire roads leveled from end to end, and there's nothing you can really do to protect them or hide them.

Stone roads are a little bit harder to destroy, but given a bit of water and a sledge hammer any miner can easily clear them out. Not to mention it takes a fraction of the effort to tear it all down.
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Re: Removing tps didnt work

Postby Granger » Wed Dec 23, 2015 12:21 pm

My ideas for roads are to convoluted...
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