
-
Sollar
- Posts: 561
- Joined: Wed May 26, 2010 2:53 pm
Re: Game Development: Roe Stuffed Fixes
Is it me or the hat kinda loses flavour in the Mohawk hairstyle? Feels like a stick is coming out from the hair ... Maybe a little bit raised?


-
SavageFox
- Posts: 237
- Joined: Sat Jun 19, 2021 12:55 am
Re: Game Development: Roe Stuffed Fixes
the only hat were missing the ass hat 
-
Barbamaus
- Posts: 279
- Joined: Tue Aug 30, 2016 10:24 pm
Re: Game Development: Roe Stuffed Fixes
I don't see any downside to it.jorb wrote:We would like to change Visitor Gates so that, rather than building gates as Visitor Gates, you can set them as such while you have a master key for the gate, and with a somewhat significant casting time. We think making that change should be mostly fine, but it may invalidate certain security arrangements that people may have (presently unknown infiltrators with master keys being able to flip visitor gates to normal gates, for example), so we figured we'd run this by the community first. Feel free to opine.
Anyone who as been playing for more than 5 minutes already keeps the important master keys on a logged out vault-alt, so your so called infiltrator couldn't reach it anyway.
And even without that change, an infiltrator can easily put stuff outside your claim to let his buddies take it. Fill carts with large chests, or even fill a wagon or a Snekk/Knarr, and you can steal everything very easily. In less than 1 hour such infiltrator can grab all the real valuable stuff you have.
Or if he's just in to grief, even easier: bash cupboards and dump everything on the ground. Visitor gates do not help in any way against infiltrators.
-
jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Roe Stuffed Fixes
If you do the gate change, just make sure that it requires claim rights as well as the master key.
Also, can you just give us that store hat as a weapon and we can call that the patch instead?
Also, can you just give us that store hat as a weapon and we can call that the patch instead?
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

-
Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Game Development: Roe Stuffed Fixes
I really feel any big security change should be saved for a world reset. Any number of exploits could crop up. That said, don't really see any trouble for this one.jorb wrote: [*] We would like to change Visitor Gates so that, rather than building gates as Visitor Gates, you can set them as such while you have a master key for the gate, and with a somewhat significant casting time. We think making that change should be mostly fine, but it may invalidate certain security arrangements that people may have (presently unknown infiltrators with master keys being able to flip visitor gates to normal gates, for example), so we figured we'd run this by the community first. Feel free to opine.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Roe Stuffed Fixes
Changing and removing locks already work by the normal permission checking mechanisms. I think this mechanic should work consistently with how they do.jordancoles wrote:If you do the gate change, just make sure that it requires claim rights as well as the master key.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
Jalpha
- Under curfew
- Posts: 1841
- Joined: Thu Aug 22, 2013 12:16 pm
-
Barbamaus
- Posts: 279
- Joined: Tue Aug 30, 2016 10:24 pm
Re: Game Development: Roe Stuffed Fixes
I disagree. Doing it right now would allow for people to test it before another world rolls over. Starting fresh without knowing what issues there might be with gates would be very bad.Apocoreo wrote:I really feel any big security change should be saved for a world reset.
-
jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Roe Stuffed Fixes
Can we get some new weapon additions soon?
I get that you don't like the idea of adding new moves/weapons if you eventually want to change the combat system, but you can just recycle the current moves and just rename them for the additional weapons in the meantime.
Pickaxes could get a move called "impale" which could basically be the exact same move as sting, only with a pickaxe. Hell, you could even just enable sting and not add a new move. Increased armor penetration with the pick, maybe. Also allow for quick barrage to be used with a pickaxe for killing slimes since right now you have to equip a b12 or a sword after being attacked and it puts you on a crazy-long cooldown.
Frying pans and sledgehammers could get a move called "crush" which would basically be the blunt version of cleave which deals potentially less damage but more armor or hhp damage?
If you do decide to give us some new weapons, can you please make sure to give all new weapons the attack reach of a b12 or a bronze sword? Otherwise they won't be used at all.
For example: cuttblades hold a niche area for strong damage parry/support builds, but due to their small attack reach, they're rarely used in pvp and basically never in pvm. B12s and bronze swords have a longer reach so you either always go b12 for dmg/KOs, or bronze sword for assistive stings at a distance so the b12ers can get in closer for the finishers. Cuttblades with their lower dmg and their lack of reach just makes them meme weapons in most cases.
Please consider these new weapon types, and their range of attack.
I get that you don't like the idea of adding new moves/weapons if you eventually want to change the combat system, but you can just recycle the current moves and just rename them for the additional weapons in the meantime.
Pickaxes could get a move called "impale" which could basically be the exact same move as sting, only with a pickaxe. Hell, you could even just enable sting and not add a new move. Increased armor penetration with the pick, maybe. Also allow for quick barrage to be used with a pickaxe for killing slimes since right now you have to equip a b12 or a sword after being attacked and it puts you on a crazy-long cooldown.
Frying pans and sledgehammers could get a move called "crush" which would basically be the blunt version of cleave which deals potentially less damage but more armor or hhp damage?
If you do decide to give us some new weapons, can you please make sure to give all new weapons the attack reach of a b12 or a bronze sword? Otherwise they won't be used at all.
For example: cuttblades hold a niche area for strong damage parry/support builds, but due to their small attack reach, they're rarely used in pvp and basically never in pvm. B12s and bronze swords have a longer reach so you either always go b12 for dmg/KOs, or bronze sword for assistive stings at a distance so the b12ers can get in closer for the finishers. Cuttblades with their lower dmg and their lack of reach just makes them meme weapons in most cases.
Please consider these new weapon types, and their range of attack.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

-
Enjoyment_2
- Under curfew
- Posts: 592
- Joined: Mon Oct 19, 2015 12:53 pm
Re: Game Development: Roe Stuffed Fixes
So you're saying that anyone who stole master key can freely remove all the visitor's gates from said base making it absolutely defenceless and that would be intended behavior? Cool change indeed.loftar wrote:Changing and removing locks already work by the normal permission checking mechanisms. I think this mechanic should work consistently with how they do.jordancoles wrote:If you do the gate change, just make sure that it requires claim rights as well as the master key.