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Lunarius_Haberdash wrote:Could we possibly see Hearthing home removed, and eliminate the ability to teleport while carrying an object of any kind?
Anything that allows for teleportation while carrying large objects full of stuff (IE - Boats with two large chests) just increases the ease of raiding.
Or - Alternately... If you have active scents, remove the ability to hearth (while retaining the ability to use roads)
Archiplex wrote:I would like to point out that if you have a major criminal scent, you CANNOT hearth home.
Lunarius_Haberdash wrote:Archiplex wrote:I would like to point out that if you have a major criminal scent, you CANNOT hearth home.
This is confirmed now? Awesome, I'd love to see it universally, but this was always the major issue.
On the other hand, it does seem as though this imbalances it the other direction. Why should the raiders be unable to hearth when participating in their normal activities while the foragers/explorers are?
Lunarius_Haberdash wrote:Archiplex wrote:I would like to point out that if you have a major criminal scent, you CANNOT hearth home.
This is confirmed now? Awesome, I'd love to see it universally, but this was always the major issue.
On the other hand, it does seem as though this imbalances it the other direction. Why should the raiders be unable to hearth when participating in their normal activities while the foragers/explorers are?
Archiplex wrote:Yes, I was trying to find the picture evidence, but when you commit a crime you get a debuff that prevents you from logging out or hearthing home for a certain amount of time. It truly will not impact too much, one person will be considered the "wingman" who will boat home a boat with 6 large chests in it.
However, raiding is also different. If you kill whoever owns a bond for the claim you raid, and you prevent them successfully from resetting the bond (Done so at claim pikes) for 96 hours, that claim will become yours.
Lesser Issue #3
Additionally, the 'stolen' attribute should be inheritable. If an item is crafted from stolen goods, the results are now trackable by the same scent, and cannot be hearthed with until such a time as the scents wear off. Additionally, if you should consume stolen food, even if you had no part in stealing it, you are now unable to hearth until the scent wears off.
Yes, this allows the underhanded to feed stolen food to possible victims unknowingly. As stolen goods can be shared without alerting the receiving party, I don't see this as an issue.
As far as i know it has to be in the study to generate presence from the LP you gain from the curios.Lunarius_Haberdash wrote:Archiplex wrote:Yes, I was trying to find the picture evidence, but when you commit a crime you get a debuff that prevents you from logging out or hearthing home for a certain amount of time. It truly will not impact too much, one person will be considered the "wingman" who will boat home a boat with 6 large chests in it.
However, raiding is also different. If you kill whoever owns a bond for the claim you raid, and you prevent them successfully from resetting the bond (Done so at claim pikes) for 96 hours, that claim will become yours.
That's awesome.. Do we happen to know if the bond of blood and soil requires activity to remain active? If it just has to be in your inventory, there's an alt abuse waiting to happen.
Since you need XP to generate LP: this should already be covered.This one, thankfully, is able to be overcome by making it only generate Presence when you get XP, unlike the issue with key alts, which is largely impossible to overcome.
This sounds like a good plan to me: unable to teleport with stolen goods.As far as the Wingman? Yeah, that's shitty, but one supposes there are certain play issues you can't fix. Wait, yes they can. If there are scents on the map that can show where that object is, you can't hearth with an object of that sort on you.
Also a very good point. The hearth would fix several issues:The next thing they need to do to bring this into balance is make it so that wherever the raider logs off gets a temp hearth fire where they log off that isn't physical, but does interfere with object placement to prevent it from being used as a wall-jumping or similar glitch.
Granger wrote:- block object placement so you can't logout, have someone drop an object there, log in and exploit 'location unavailale -> spawn at HF'
- enable summon since the character is currently there
- be not as harsh as no logout, since with that the toon would be open to attacks from wildlife
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