Agro Through Open Gates

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Agro Through Open Gates

Postby LadyGoo » Thu Jan 28, 2016 8:26 am

It is known, that it is an intended feature to agro someone outside and being able to chase the person to inside of his/her walls through gates without losing the agro due to the visitor buff. However, not so long ago, there was a trader alt killed at the Venetian Trading Center. The character was inside of the walls, but has been agroed by a person who was outside, standing next to the open gates.
Therefore, I had to close the gates permanently, in order to ensure the security of visitors. This created a great inconvenience for noob players, who do not have village idols, but were willing to buy basic instruments and seeds from the market.
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Re: Agro Through Open Gates

Postby sabinati » Thu Jan 28, 2016 4:45 pm

shouldn't this be in c&i then
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Re: Agro Through Open Gates

Postby Bowshot125 » Thu Jan 28, 2016 4:56 pm

You always have that random cuck who wants to trash a party.
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Re: Agro Through Open Gates

Postby LadyGoo » Thu Jan 28, 2016 6:19 pm

sabinati wrote:shouldn't this be in c&i then
I do not think J&Lo intended that to be happening, nor they have mentioned it while implementing the visitor bug. They want a city with open gates, where anyone could walk in. You definitely cannot feel safe in a city, where you could be agroed if you will get 20-30 tiles closer to the gates. Any social projects will have their gates closed due to this reason.
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Re: Agro Through Open Gates

Postby Granger » Thu Jan 28, 2016 7:12 pm

Just put something blocking live of sight 2 tiles inside of gate.
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Re: Agro Through Open Gates

Postby jorb » Tue Feb 02, 2016 12:47 am

We'll look at this, but I'm not sure why it's a big deal? Just don't stand in the doorway and whatnot.

Thanks!
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Re: Agro Through Open Gates

Postby LadyGoo » Tue Feb 02, 2016 12:53 am

jorb wrote:We'll look at this, but I'm not sure why it's a big deal? Just don't stand in the doorway and whatnot.

Thanks!

Thank you.

The problem is that the agro range is 20-30 tiles of the doorway. Since the trading center is 100 to 100 tiles and has 4 exits, it's not ideal in terms of space management and atmosphere. People will be afraid of visiting with their mains.
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Re: Agro Through Open Gates

Postby Ethan » Tue Feb 02, 2016 3:58 am

LadyGoo wrote:
jorb wrote:We'll look at this, but I'm not sure why it's a big deal? Just don't stand in the doorway and whatnot.

Thanks!

Thank you.

The problem is that the agro range is 20-30 tiles of the doorway. Since the trading center is 100 to 100 tiles and has 4 exits, it's not ideal in terms of space management and atmosphere. People will be afraid of visiting with their mains.


How far beyond the walls/gates does the village claim extend?
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Re: Agro Through Open Gates

Postby Granger » Tue Feb 02, 2016 11:24 pm

Ethan wrote:How far beyond the walls/gates does the village claim extend?


Dosn't matter, because the point in the the visitor debuff disabling combat initiation the moment you walk through the gates.


Goo, maybe put up the following:
Code: Select all
= wall segment
X cornerpost
-- gate

  X==========X  < view shield
 (1 tile space)
======X--X====  <- outer wall
(outside)


?
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Re: Agro Through Open Gates

Postby LadyGoo » Tue Feb 02, 2016 11:42 pm

It is not an ideal solution and a lot of resourses, you know that. Why do we have to do something like that in a game, who's developers want open cities? Moreover, your proposal has not been tested and there is no guarantee that it'll work properly, or there won't be another way to avoid it until next trader's death.
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