new thingwall layout kinda stinky

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Re: new thingwall layout kinda stinky

Postby Kiklington » Thu Jan 23, 2025 12:17 am

Vladichka wrote:New borders are kinda bad, a lot of unnatural bottlenecks and weird roundabout connections indeed. Old layout was more functional.
Regarding fast travel balancing - I posted it before, but you won't like it cause it's not exploitable.
Make any form of fasttravel except traveling back to your hearthfire apply a 20 rl minutes debuff (debatable, I talked to some people and they say 20 minutes is too low) that prevents you from initiating combat with other players. This debuff resets when you travel to your hearthfire. You can still get attacked after you fast travel, but you can't attack.
There is a reason why you can't fast travel during combat, which should also apply retroactively - you shouldn't be able to initiate combat after using fast travel. This logic error is what's causing 90% of problems with thingwalls (and milestones).
Additionally, disable fast travel when carrying dead bodies. They should be like passed out horses. Also shouldn't be able to fasttravel with ships when you load bodies as cargo.
You know why, I don't have to explain.


Off topic and irrelevant. This post is about the current shape of thingwall provinces. Stop derailing it.
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Re: new thingwall layout kinda stinky

Postby SnuggleSnail » Thu Jan 23, 2025 11:08 am

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Re: new thingwall layout kinda stinky

Postby SpacePig » Thu Jan 23, 2025 12:59 pm

strpk0 wrote:please sir read the thread title and original post and tell me if this garbage you're posting has anything to do with it
thank you sir

why should we discuss the nuances of mechanics that are garbage in themselves, sir? when we can immediately discuss the removal of these harmful mechanics that create problems for the majority of players.
Thingwalls provide a global presence for bandits on the map, while tingwalls work like that, a large map does not make sense.
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Re: new thingwall layout kinda stinky

Postby DonVelD » Thu Jan 23, 2025 10:00 pm

SpacePig wrote:
strpk0 wrote:please sir read the thread title and original post and tell me if this garbage you're posting has anything to do with it
thank you sir

why should we discuss the nuances of mechanics that are garbage in themselves, sir? when we can immediately discuss the removal of these harmful mechanics that create problems for the majority of players.
Thingwalls provide a global presence for bandits on the map, while tingwalls work like that, a large map does not make sense.

your comment is crying and being salty about killers disguised as trying to change a mechanic while not adding anything and being offtopic

work on yourself not the game first
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Re: new thingwall layout kinda stinky

Postby terechgracz » Thu Jan 23, 2025 10:20 pm

SpacePig wrote: a large map does not make sense.


Prove it.
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Re: new thingwall layout kinda stinky

Postby SpacePig » Fri Jan 24, 2025 3:53 pm

DonVelD wrote:your comment is crying and being salty about killers disguised as trying to change a mechanic while not adding anything and being offtopic
work on yourself not the game first

I don't disguise anything.
Infinite local teleports through tingwalls increase the effectiveness of bandits.
Using this, bandits can control a larger territory, kill more players, and escape retribution more easily.
Why discuss the imperfection of local teleports if they should be removed from the game altogether? They don't need to be fixed - just removed.
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