Milestone's teleporting through opened gates?

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Re: Milestone's teleporting through opened gates?

Postby MusicWarrior » Mon Nov 30, 2015 10:31 pm

Granger wrote:
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.


You might be right, and I could just use 2 gates instead of one, more keys, but there's a solution.

Fix this.
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Re: Milestone's teleporting through opened gates?

Postby Granger » Tue Dec 01, 2015 9:58 am

MusicWarrior wrote:You might be right, and I could just use 2 gates instead of one, more keys, but there's a solution.


In case someone dosn't want others to enter he can always close the gate in question, or not build a path through it in the first place.
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Re: Milestone's teleporting through opened gates?

Postby Granger » Fri Dec 04, 2015 2:14 am

MusicWarrior wrote:You might be right, and I could just use 2 gates instead of one, more keys, but there's a solution.

Fix this.


You can use one key for multiple gates, just push the master from the first installed lock onto new locks and they will use that, instead of giving a new master, when installed.
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Re: Milestone's teleporting through opened gates?

Postby jorb » Tue Dec 08, 2015 5:57 pm

Granger wrote: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.


lol. No. Working as intended for now. The gate waylays you, so you should be able to resume further teleportation manually once you cross the gate.

If anything we could consider allowing teleportation through gates without giving a visitor debuff. Feel free to consider if you think that would be better than what is now.
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Re: Milestone's teleporting through opened gates?

Postby APXEOLOG » Tue Dec 08, 2015 6:52 pm

Granger wrote:disallow claiming of roads and building roads on claims

Someone can destroy milestone(s), build claim, rebuild network.
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Re: Milestone's teleporting through opened gates?

Postby MagicManICT » Wed Dec 09, 2015 12:19 am

jorb wrote:If anything we could consider allowing teleportation through gates without giving a visitor debuff. Feel free to consider if you think that would be better than what is now.


My first thoughts on this is a flat "no". Anyone using a road that comes in through the gate could just jump right through. A player with evil in his heart could scam his way in and build a way to jump allies in that would otherwise bypass the gate and visitor debuff. I'll grant you could design the system to be double gated, etc, so that a player trying to sneak their way in or hijack the system could be stopped at a gate, but then that defeats the purpose of implementing this whole change, I think.
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Re: Milestone's teleporting through opened gates?

Postby Granger » Wed Dec 09, 2015 11:19 am

jorb wrote:lol. No. Working as intended for now. The gate waylays you, so you should be able to resume further teleportation manually once you cross the gate.

If anything we could consider allowing teleportation through gates without giving a visitor debuff. Feel free to consider if you think that would be better than what is now.

Some questions:
1. What is funny about what I wrote?
2. Could you share some details about why 'no', where is the flaw in my thinking?
3. Is the clickfest per gate traversed really needed?
4. Why would you even consider that follow and travel follow different rules for visitor debuff?
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Re: Milestone's teleporting through opened gates?

Postby jorb » Wed Dec 09, 2015 2:09 pm

  • Your proposed fix is extremely convoluted.
  • See 1.
  • Not if you can think of a better solution.
  • Because handing out the visitor debuff on teleport through gates is difficult. And it is not obvious that it is a good idea. Walking through it is different.
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