You haven't seen the forager gank squad in action then. At least they have to suffer a small consequence by not being able to instantly teleport backjorb wrote:I don't think anyone who is red-handed will ever be chased over brook and field. The normal case is rather smash something while the offended is offline, and retire behind the safety of multiple wall layers.
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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Fishing for Finery
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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NoBizd
- Posts: 76
- Joined: Mon Apr 23, 2012 4:49 pm
Re: Game Development: Fishing for Finery
Being red-handed should be punishment for doing bad things to other people. I'm really glad you reverted the Thingwall change. It would make tracking and catching people off their HF nearly impossible and on the other hand it would be too easy to bully hermits/newbs far away from your base. Red-handed = no travel with Thingwall, eot.
Last edited by NoBizd on Sun Apr 25, 2021 10:58 pm, edited 1 time in total.
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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Game Development: Fishing for Finery
Well the issue Snail is presenting forth involves people dropping combat mid battle and then grabbing a horse (maybe) and porting to a thingwall that ends up trying to cut someone off. Just gives an opposing side immense mobility during combat. The normal grab and smash cases generally aren't too bad as you will typically just wander around for an hour being on the move anyways with usually a snekja or knarr nearby for their adventures anyways.jorb wrote:I don't think anyone who is red-handed will ever be chased over brook and field. The normal case is rather smash something while the offended is offline, and retire behind the safety of multiple wall layers.
The Red-Handed debuff places a cost on opportunistic raiding of bashable walls, and I like it for that, but I am not convinced it accomplishes much more. That cost is not an order of magnitude different from the cost of having to walk to the nearest TW to get home.
IRC/IGN: Rawrz
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Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Game Development: Fishing for Finery
I can agree with that for crimes that are committed locally, but that isn't really usually the case. You have situations where people are travelling across continents entirely to kill new players/harrass others, often committing hours on a journey; this is why they tend to bring alts with them to teleport snekkjas back home as well (on top of just, well, bypassing the entire dock TW cost by having a dedicated alt to it). When you're so far out from home that travelling back will take longer than just waiting out the time (not to mention less effort), lots of people just sit by until the timer runs out; providing ample room for someone to track them down. Sure, these people might just make more and more vaults around the map- but at least thats more effort they need to make to secure their crimes. This also just makes it more appealing to make vaults near thingwalls so you can teleport to them and find a safe haven relatively quickly.jorb wrote:I don't think anyone who is red-handed will ever be chased over brook and field. The normal case is rather smash something while the offended is offline, and retire behind the safety of multiple wall layers.
The Red-Handed debuff places a cost on opportunistic raiding of bashable walls, and I like it for that, but I am not convinced it accomplishes much more. That cost is not an order of magnitude different from the cost of having to walk to the nearest TW to get home.
I also, overall, don't understand why we are making it more convenient for people to commit crimes in general when it's already clearly a decent source of people quitting the game rapidly. Perhaps restricting it so that being red-handed doesn't prevent you from travelling across A. Thingwalls owned by your realm or B. Thingwalls currently challenged by your realm.
Queen of a cold, dead land. Caretaker of the sprucecaps.
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Kirche
- Posts: 434
- Joined: Sat Nov 21, 2009 10:43 pm
Re: Game Development: Fishing for Finery
Tracking is too strong with the ability to freely teleport across the map, revert the revert, and add a cooldown to teleporting to thingwalls.
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lordgrunt
- Posts: 451
- Joined: Sat Nov 05, 2011 11:49 pm
Re: Game Development: Fishing for Finery
i dont see thins grey thing in here


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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Fishing for Finery
You're not freely teleporting across the map, it costs travel weariness, what do you mean?Kirche wrote:Tracking is too strong with the ability to freely teleport across the map, revert the revert, and add a cooldown to teleporting to thingwalls.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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Kirche
- Posts: 434
- Joined: Sat Nov 21, 2009 10:43 pm
Re: Game Development: Fishing for Finery
that's a custom client featurelordgrunt wrote:i dont see thins grey thing in here
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Kirche
- Posts: 434
- Joined: Sat Nov 21, 2009 10:43 pm
Re: Game Development: Fishing for Finery
travel weariness is a mild nearly inconsequential inconvenienceNightdawg wrote:You're not freely teleporting across the map, it costs travel weariness, what do you mean?Kirche wrote:Tracking is too strong with the ability to freely teleport across the map, revert the revert, and add a cooldown to teleporting to thingwalls.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Fishing for Finery
Oh god they're taking joke posts seriously again.loftar wrote:Could consider. Thingwall convergence sounds slightly cancerous, and this could be a reasonable fix for that.Astarisk wrote:Maybe they should make assault (agroing people) a red handed action....




