DonVelD wrote:Archiplex wrote:Yeah I don't really buy the argument that allowing them to exist is more dangerous than removing them outright, all you've done is say "it is more dangerous" without explaining in detail why, though.
I don't like them, but as above posted I'd much rather they be implemented with some sort of "official" safepali rather than this stopgap solution we currently have of non-directly related mechanics. Would be neat if they were a village-wide feature that allowed you to plant one "safe" escape zone somewhere in your v-claim that only villagers could utilize.
As to "why?" its dangerous:
-player has a safepali
-his friend gets KOd and loses the key
-runs into safepali
-every enemy also runs in because they have a key
-they freely block him, mrage and opknock, then just murder him
-the alternative to this was that the player couldve instead ran, clicked critters and touched speedbuffs then ported away home
i saw it happen numerous times, they dont even HAVE to have the key, they could also be quick enough to run in with him and then its over for him
How about this scenario:
The alternating normal gates are keyed differently. One key for 'out' and a different key for 'in'
Player is let out of the palisade only carrying one key for 'in'
Some scrub sees the player and gets excited because the player is wearing a robe and carrying sacks. Scrub aggros the player.
The chase is on
The player runs back into the palisade, closes the gate behind scrub, then gets KO'd or even murdered.
Scrub is now stuck. That's pretty bad for the scrub.
But, what if the village has mats sitting around for a few catapults or you know just waits around till everyone logs in?
Other than the annoyance of being stuck, I think there is a real fear here driving this suggestion. If not a fear, then it hasn't been thought through clearly.
I say keep the gates as they are, at least till something more interesting comes along.
Last edited by Blacktooth on Tue Dec 24, 2024 5:00 pm, edited 1 time in total.