jorb wrote:- Added "Sense Thingwall", Hearth magic. Points out the direction to the province Thingwall.
Nice, this will make Thingwall exploration more fun. It could be somewhat frustrating at times when it was hard to find.
loftar wrote:By the way, for anyone who cares, the main site is now fully under the protection of the certificate mafia, so that HTTPS should "work" without any certificate modifications.
Et tu, Loftar? The LetsEncrypt root certificate expiration drama was just a month ago, highlighting that even in terms of practical use the system is flawed. I know this site is only a drop in the ocean, but I still dread the day when only certificate-approved sites will be accessible and they start refusing to give out certificates to sites they don't like.
jorb wrote:- Cato the Elder's oft repeated shitpost that Carthage should be removed from the game was eventually heard. Do hammer us about your pet-peeves. We appreciate clear and persistent signal on changes you'd like to see made to the game, especially if they are low cost and high impact.
The three primary ones that come to mind are:
- Off-season credo quests, especially in year 1. The literally impossible quests have been removed (outside of year 1), but the 'eat/study/use-this-item-from-two-seasons-ago' quests are still a massive and unreasonable difficulty spike in an already frustrating and tedious system. It could be argued to incentivize trade, but in practice it incentivizes 'abandon quest' even moreso.
- Animal despawning/limited time frames during taming. I've stopped taming animals entirely because of this. Solo players simply cannot tame animals without planning their life around the game, locking them out of a significant amount of content. Due to logistical reasons trade in animals is not as feasible as trade in items, and you can only feasibly trade for animals with your neighbors, who don't have animals to spare because your neighbors are never large villages (it's suicide for a solo player to settle near a large village). Unlike steel, there's not even an 'economic value' argument to be made here as beyond the initial taming gaining more animals happens passively, and tamed animals are inferior to bred animals.
- Steelmaking is still a massive pain for the same reason, however. Fortunately, its impact is a lot more limited as steel is only used for optional upgrades, with one exception: the coinpress, required in practice for barter stand trade if there are no existing currencies in local circulation, requires steel. If that requirement gets removed (and nothing major gets added that requires steel) I'd be okay with the current situation (though I still consider it a bad mechanic, forcing players to play at specific moments to not lose progress).
everyone wrote:<discussion about red-handed and disincentivizing griefing>
I've posted a relevant suggestion in C&I that could solve the issue of griefing having no real penalty without having the game arbitrarily punish players for their choice of gameplay style:
Cursing criminalstelum12 wrote:Player interaction is beneficial to the game. Player interaction does not have to be positive. More often than not, negative events or close-calls are what define our journey in the game. We don't remember much about the random, dime-a-dozen trade we did, or the neighbour we said hi to. What truly defines the game is moments of strife, loss, and triumph. We should not shy away from those moments, nor should we put arbitrary barriers into the game to avoid those moments.
Sadly, the vast majority of PvP engagements aren't balanced to the point where negotiation is a factor as described in your example. Instead, a snekkja/knarr with three griefers comes on-screen, they aggro you immediately and 3v1 gank you while demanding you give them your hat. Those situations are far, far more common, and in most cases the situation is horribly one-sided.
steelman wrote:Depending on the type of crime, make a difference in the duration of red-handed debuff, like outlaw debuff.
If the person demands the deletion of red-handed is not for bullying other players, but really for pvp, he wouldn't care even if the vandalism or siege penalty increased slightly than before.
The game does not, and should not, punish crime. Committing crimes is a valid way of playing the game and the game itself should not penalize players for doing so; instead, players should be the ones enacting justice. To my understanding red-handed was implemented with this idea in mind, making it harder to get away from other players who would punish the criminal for their crime. In that context, it makes no sense for some crimes to have longer or shorter red-handed than other crimes; any serious crime should allow for some window of opportunity for the wronged party to attack the perpetrator, and any detrimental results beyond that are unintended side effects.
pawnchito wrote:Pommfritz wrote:Astarisk wrote: and let's not forget about walls being able to cascade from non-claimed land to claim land.
I like those suggestions but I think that's not true, at least 2 times I tried that but it always stopped cascading at the claim borders. If that's incorrect please correct me xd
At some point there was a bug, exploit, quirk... where you extended off claim then waited for some soak to build on the pallisade. After a certain point the cascading would chain from fresh to fully soaked. Or something like that not sure if still live but sounds like maybe fixed.
Some time ago, a village was controversially raided using this method and people complained, but the devs deemed it a legitimate raid. I don't think I've seen any relevant changes in the patch notes since, so presumably it still works like that. Always extend your claim at least one tile beyond your palisade. (Players can't extend a palisade without vandalism permissions, even as a criminal act.)
Procne wrote:Cato the Elder's oft repeated shitpost that Carthage should be removed from the game was eventually heard. Do hammer us about your pet-peeves. We appreciate clear and persistent signal on changes you'd like to see made to the game, especially if they are low cost and high impact.
What's that about? The last mention of word "Carthage" on the forum is from 2015
Carthago delenda est. Some Roman dude ended literally all of his speeches with this phrase ("Carthage must be destroyed") to push for a war against Carthage. Rome eventually attacked and destroyed Carthage.