Thank you

Forum for discussing in game politics, village relations and matters of justice.
TheServant
Posts: 616
Joined: Wed Apr 09, 2014 1:07 am

Re: Thank you

Post by TheServant »

>sleeping on reset day

Skill issue
"Occasionally I drop a teacup to shatter on the floor. On purpose. I'm not satisfied when it doesn't gather itself up again. Someday perhaps, a cup will come together."
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noindyfikator
Posts: 1478
Joined: Fri Jul 15, 2011 11:10 am

Re: Thank you

Post by noindyfikator »

Pandorica wrote:With 2 hours left on my claimstone to dry, i feel asleep.

I set an alarm and wake up at the time my claim is due to dry and to my shock my claimstone and whole base is gone.

Thank you very much to whoever bashed my claim stone and stuff.

Go fuck yourself.
skill issue

edit. didn't see previous post
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VDZ
Posts: 2766
Joined: Sun Jul 17, 2011 2:27 am

Re: Thank you

Post by VDZ »

Granny wrote:But it was such a lovely place! I am usually hidden somewhere in the backwaters - this was such a lovely lush place with loads of place to roam and be free.
It's precisely because it's such a lovely place that you get attacked. The best locations will be claimed by the strongest groups, and they'll be hostile to anyone who tries to settle nearby. If you don't want conflict early in the world (especially on day 1), settle in a less appealing location, away from the river, ideally in a cave.
Audiosmurf wrote:I personally suspect that the concentration of players being created by the thingwall spawning mechanics is probably creating rougher neighbourhoods than usual
Definitely. I'm pretty sure it's also not just 'thingwall spawning' - I think it's a very limited number of thingwalls that people spawned at (or at the very least certain thingwalls got way more spawns than other thingwalls).
animary
Posts: 442
Joined: Wed Feb 23, 2011 4:05 am
Location: Ohio

Re: Thank you

Post by animary »

Audiosmurf wrote:I personally suspect that the concentration of players being created by the thingwall spawning mechanics is probably creating rougher neighbourhoods than usual

Lol, I spawned right next to a thingwall, and with two dead hearthlings in sight. I scurried away and moved my hf as soon as possible. Too many people enjoy "hunting sprucecaps".
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Noogia
Posts: 223
Joined: Sat Jan 23, 2010 6:28 am

Re: Thank you

Post by Noogia »

animary wrote:
Audiosmurf wrote:I personally suspect that the concentration of players being created by the thingwall spawning mechanics is probably creating rougher neighbourhoods than usual

Lol, I spawned right next to a thingwall, and with two dead hearthlings in sight. I scurried away and moved my hf as soon as possible. Too many people enjoy "hunting sprucecaps".
Eh maybe its alts trying to scare people away from the area you never know
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Granny
Posts: 299
Joined: Thu Sep 13, 2012 7:17 pm

Re: Thank you

Post by Granny »

VDZ wrote:
Granny wrote:But it was such a lovely place! I am usually hidden somewhere in the backwaters - this was such a lovely lush place with loads of place to roam and be free.
It's precisely because it's such a lovely place that you get attacked.
Oh for sure. I knew that when I put the claim down. But grannies would like to live in nice places as well :) I think it has to be the best area I have ever seen in the game, since W6. The combination of several terrains close by, flat , localized resources (plural) etc. It is such a beauty. The group that attacked me were only 3 - with 2 more hearth fires in their base. They have successfully managed to chase away all from this area, so no plots there yet. However, the area is so nice I do not think that their small group will be able to keep it for long either.

I walked for a good amount of time from the spawning point until I found this. So far away from the initial Thingwall but close to another.
Skrain
Posts: 73
Joined: Fri May 04, 2012 3:18 am

Re: Thank you

Post by Skrain »

Audiosmurf wrote:I personally suspect that the concentration of players being created by the thingwall spawning mechanics is probably creating rougher neighbourhoods than usual
The socio-economic opportunities lead to rough living in the hoods of the thingwalls.
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Audiosmurf
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Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Thank you

Post by Audiosmurf »

Skrain wrote:
Audiosmurf wrote:I personally suspect that the concentration of players being created by the thingwall spawning mechanics is probably creating rougher neighbourhoods than usual
The socio-economic opportunities lead to rough living in the hoods of the thingwalls.
Purely socio-economic factors lead to the endemic issues we see in these neighbourhoods
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
Skrain
Posts: 73
Joined: Fri May 04, 2012 3:18 am

Re: Thank you

Post by Skrain »

Audiosmurf wrote:
Skrain wrote:
Audiosmurf wrote:I personally suspect that the concentration of players being created by the thingwall spawning mechanics is probably creating rougher neighbourhoods than usual
The socio-economic opportunities lead to rough living in the hoods of the thingwalls.
Purely socio-economic factors lead to the endemic issues we see in these neighbourhoods
Forced share cropping back in W4 lead to these developments, we're still living with consequences to this very day.
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Salad
Posts: 346
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Location: Ohio, United States

Re: Thank you

Post by Salad »

Audiosmurf wrote:I personally suspect that the concentration of players being created by the thingwall spawning mechanics is probably creating rougher neighbourhoods than usual
100%, High population concentration is going to make the landclaim race really intense. You're either going to need friends, luck, or distance from your spawning thingwall to really have a solid chance of not getting at least a few unwelcome visitors while your claim dries.

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