Milestone's teleporting through opened gates?

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Re: Milestone's teleporting through opened gates?

Postby Granger » Tue Nov 24, 2015 3:44 am

ramones wrote:I noticed that too when I did my first inner path. Thought it is intended that yuo cannot travel through the gates, to avoid getting ganked aka someone can build a wall around your road sign and lock you in afterwards.

True, that are problems.

Especially in case they also claim it and the code attaches visitor debuff on your toon (which it should in case you would get it when following).
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Re: Milestone's teleporting through opened gates?

Postby Marksman » Tue Nov 24, 2015 8:42 am

Granger wrote:
ramones wrote:I noticed that too when I did my first inner path. Thought it is intended that yuo cannot travel through the gates, to avoid getting ganked aka someone can build a wall around your road sign and lock you in afterwards.

True, that are problems.

Especially in case they also claim it and the code attaches visitor debuff on your toon (which it should in case you would get it when following).

But if start and end points at same claim...
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Re: Milestone's teleporting through opened gates?

Postby Granger » Tue Nov 24, 2015 1:05 pm

Marksman wrote:But if start and end points at same claim...

You could have a road from outside a wall, through a gate, to the inside of the wall - all on the same claim.
Shouldn't this road give - both when following and teleporting - a visitor debuff to, well, visitors when they pass the gate?

I think it should, becase in case it wouldn't the only thing this (building a port-able road through a gate) would be good for is to give the ability to shoot yourself in the head with it, by being raided through it. Noone sane who understands the mechanic would do it, thus it would be pointless.

So what are the options:
1) Allow travel throug gates without giving visitor debuff?
No, see above.

2) Disallow travel through gates (as-is now), reducing the usability of roads on complex village setups, furthering requests for port to village idol?
Not really my favorite.

3) Allow travel through open gates while handing visitor debuffs, with the possibility that someone builds a killbox (wall with two gates over the path, one on each end) on an existing road, claims it, blocks the road between the gates and waits inside the wall with a gank party - leading to being untouchable by someone coming from the outside, but being able to attack them when they go inside, or are wayled there?
Can be exploited badly, so no.

4) Like 3, but disallow claiming of roads and building roads on claims (checking for both the signs, and the paths between them), unless the one building/extending a claim over a milestone/sign/path / extending the road over a claim has rights on the claims (if any) at both endpoints of the roads - and reconnecting a road checks the whole connected trail with the same rules as extending/connecting a single sign would?
This could work - unless I missed an opportunity to exploit this.
And from a programmers standpoint it should be implementable, a point not unimportant in itself.

So anyone seeing a problem with solution 4 ? If not we could start to pester the devs to implement it ;)
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Re: Milestone's teleporting through opened gates?

Postby Marksman » Tue Nov 24, 2015 1:47 pm

Granger wrote:3) Allow travel through open gates while handing visitor debuffs, with the possibility that someone builds a killbox (wall with two gates over the path, one on each end) on an existing road, claims it, blocks the road between the gates and waits inside the wall with a gank party - leading to being untouchable by someone coming from the outside, but being able to attack them when they go inside, or are wayled there?
Can be exploited badly, so no.

4) Like 3, but disallow claiming of roads and building roads on claims (checking for both the signs, and the paths between them), unless the one building/extending a claim over a milestone/sign/path / extending the road over a claim has rights on the claims (if any) at both endpoints of the roads - and reconnecting a road checks the whole connected trail with the same rules as extending/connecting a single sign would?
This could work - unless I missed an opportunity to exploit this.
And from a programmers standpoint it should be implementable, a point not unimportant in itself.

So anyone seeing a problem with solution 4 ? If not we could start to pester the devs to implement it ;)

Or may be like this: if your traveling (teleporting) path meet gates under claim then game algorithm will compare character's start claim and gate's claim:
- if claims same - character continue traveling (you travel under one claim and understand that your path may have gates);
- if claims different (character start traveling from nonclaimed area or from other claim) - character stop travel and he will stay in front of gates.

In such case if somebody build deathbox on your road and claim it, you will stop before gates.

Your 4 solution have a problem: griefers can build many many stone/wood milestones around your private/village claim and you will lose ability to claim this territiory until destroy milestones. But while you destroy 1 milestone I can build 5 new.
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Re: Milestone's teleporting through opened gates?

Postby Granger » Tue Nov 24, 2015 4:24 pm

While you build a new one I can kill you.

Also: should they not have no initial soak?
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Re: Milestone's teleporting through opened gates?

Postby Marksman » Tue Nov 24, 2015 4:40 pm

Granger wrote:While you build a new one I can kill you.

Also: should they not have no initial soak?

Or while you destroy one...

Anyway, while you sleep griefer can build many milestones to prevent claiming. Also, I can destroy sub milestone, set claim, build wall and extend road to complete it in deathbox.

I think that comparing gate's claim and character's start traveling claim better. It's not require to change claim's mechanic. Just claims compare.
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Re: Milestone's teleporting through opened gates?

Postby Granger » Wed Nov 25, 2015 12:33 am

Marksman wrote: Also, I can destroy sub milestone, set claim, build wall and extend road to complete it in deathbox.
That is what I meant with:
Granger wrote:reconnecting a road checks the whole connected trail with the same rules as extending/connecting a single sign would
You can't, since the proposed mechanic would detect the claim you have no right to at the start and refuse the (re) connect/extend.

I think that comparing gate's claim and character's start traveling claim better. It's not require to change claim's mechanic. Just claims compare.
Claim mechanic has already changed with the visitor debuff, you can't ignore it.
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Re: Milestone's teleporting through opened gates?

Postby Granger » Mon Nov 30, 2015 9:06 pm

jorb wrote:Will look at it.

Holding thunbs for todays update...
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Re: Milestone's teleporting through opened gates?

Postby MusicWarrior » Mon Nov 30, 2015 10:14 pm

Granger wrote:
jorb wrote:Will look at it.

Holding thunbs for todays update...

It's better how it is now. We have a main milestone in a palisade. We open a gate, use a milestone, it tp us to the gate, we get out from the palisade, close the palisade and use smaller milestone to tp. That's a good way to keep travel just for us.
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Re: Milestone's teleporting through opened gates?

Postby Granger » Mon Nov 30, 2015 10:20 pm

MusicWarrior wrote:It's better how it is now.
Might work for a small palisade settlement, but way to much clicking when moving around in a developed multi-user village.

Addendum: In case you can follow the path from start to end there is no valid reason why you should not be able to travel it.
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