-
Ethan
- Posts: 163
- Joined: Sat Apr 03, 2010 11:14 am
Re: Game Development: The Danger Zone
You are doing a good job regardless of what people say. Developing isn't easy, especially an MMO. I don't think people realise how genuinely hard what you are doing actually is.
-
loftar
- Posts: 9093
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: The Danger Zone
Stoli6 wrote:2) with the thief debuff, the thief is able to only steal items, and not vandalize or murder, and those items cannot go into his regular inventory.
loftar wrote:We have discussed similar things ourselves (wall scaling and such), but one of the problems is that if you don't have the ability to destroy things once inside, people will just line their walls with piles of wood or whatever cheap thing you can't past without destroying it. Contrariwise, if you can destroy things, then obviously walls are just completely meaningless and anyone is liable to destruction at any time. The middle ground between these options is less than obvious.pheonix wrote:Siege tower, instant build (maybe a few hour dry time) incredibly bloody slow to push and acts as a ladder to jump over walls and only designed that you can only take that which you can put into inventory.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
Longshanks87
- Posts: 118
- Joined: Mon Mar 26, 2012 6:49 pm
-
Stoli6
- Posts: 2
- Joined: Sun Nov 15, 2015 2:40 am
Re: Game Development: The Danger Zone
Fair enough. The issue may be with those items then. Perhaps stockpiles shouldn't be free, and you have to declare them. Once declared they are always a wood (or whatever) stockpile and are a pain in the ass to move/remove. You can still use wheelbarrows to move items around from them, but the stockpile itself remains. This would make it so the village owner can't block things with stockpiles, because then they themselves have no or limited access to there stuff. My proposal for thieving by the way uses the gate entrance, not any part of the wall, and you wouldn't build a semi-permanent stockpile in front of your gate. Or alternatively (and in addition to), if there is an offending item in the way, the teleport in just bypasses it after a successful lockpick.
-
Ethan
- Posts: 163
- Joined: Sat Apr 03, 2010 11:14 am
Re: Game Development: The Danger Zone
Nice.Kaios wrote:
The rocking chair has static coloring? not effected by the materials?
-
Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: The Danger Zone
No, it is. I used whitebeam for the boards and willow for the blocks.Ethan wrote:The rocking chair has static coloring? not effected by the materials?
Edit: I lied actually the other screenshots look similar.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: The Danger Zone
Regular old problem with our present inability to combine id selection (animation on/off) with variable materials. Should be fixed, but there are siege updates to fail at.Ethan wrote:The rocking chair has static coloring? not effected by the materials?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
pheonix
- Posts: 245
- Joined: Sat Jun 08, 2013 5:32 pm
Re: Game Development: The Danger Zone
It soothes mi animals 


-
Shadow7168
- Posts: 753
- Joined: Tue Aug 03, 2010 8:33 pm
Re: Game Development: The Danger Zone
I think following something similar to EVE or atleast part of it would be a neat idea. For example,
A raider wants to attack a hermits pclaim, so he builds a ram nearby to start the siege. An e-mail alert is sent to the defender, and the ram is vulnerable for 4 hours. If not destroyed, another e-mail alert is sent out and the claim enters "reinforced" mode, preventing the destruction of anything while greatly increasing the LP consumption. The LP pool of the claim can't be topped off during this time. Once the LP reaches 25% or something, the claim becomes vulnerable for 4 hours. Rams first damage the remaining LP pool, and once it reaches 0, the damage starts hitting the walls themselves.
If the attackers are able to drain the claim and breach the walls, the claim is gone and allows people to loot and shit without leaving scents. Otherwise, the defenders are allowed to top off the claim with LP, and the attackers must wait 20 hours to repair all siege weapons. The process repeats until the attackers or defenders are defeated.
Obviously the times are just placeholders, but I think a system like this would be the best of both worlds; it still lets the raiders steal everything, kill everyone and cause total ruin if they win without worries of a endless army of spookies, while it gives the hermit time to react and possibly get help/GTFO the area. It could be possible to make it so either can't destroy anything under reinforced mode is over, to prevent the defenders from teleporting whatever they can carry out and destroying the rest before the attackers can do anything about it.
I'm still shooting in the dark, this idea could be dumb but I'm just offering some ideas. I just hope that pvp stays in such a way that hermits who live alone aren't 100% safe but still get a chance to do something about raiders, while still making it feasible to raid.
A raider wants to attack a hermits pclaim, so he builds a ram nearby to start the siege. An e-mail alert is sent to the defender, and the ram is vulnerable for 4 hours. If not destroyed, another e-mail alert is sent out and the claim enters "reinforced" mode, preventing the destruction of anything while greatly increasing the LP consumption. The LP pool of the claim can't be topped off during this time. Once the LP reaches 25% or something, the claim becomes vulnerable for 4 hours. Rams first damage the remaining LP pool, and once it reaches 0, the damage starts hitting the walls themselves.
If the attackers are able to drain the claim and breach the walls, the claim is gone and allows people to loot and shit without leaving scents. Otherwise, the defenders are allowed to top off the claim with LP, and the attackers must wait 20 hours to repair all siege weapons. The process repeats until the attackers or defenders are defeated.
Obviously the times are just placeholders, but I think a system like this would be the best of both worlds; it still lets the raiders steal everything, kill everyone and cause total ruin if they win without worries of a endless army of spookies, while it gives the hermit time to react and possibly get help/GTFO the area. It could be possible to make it so either can't destroy anything under reinforced mode is over, to prevent the defenders from teleporting whatever they can carry out and destroying the rest before the attackers can do anything about it.
I'm still shooting in the dark, this idea could be dumb but I'm just offering some ideas. I just hope that pvp stays in such a way that hermits who live alone aren't 100% safe but still get a chance to do something about raiders, while still making it feasible to raid.
Potjeh wrote:They're using swords as throwing weapons now? Damn cheaters!
MagicManICT wrote:Most raiders aren't into choking another man's chicken. They can do some pretty gay shit, but that's usually the line.
