Needed somewhere for people to RMT that isn't valhallademetharkey wrote:what was the point of that safe zone?
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Audiosmurf
- Posts: 2944
- Joined: Fri Jul 02, 2010 9:00 pm
- Location: Ice Hell
Re: Game Development: World 16.2
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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KotMroku1
- Posts: 23
- Joined: Tue Nov 29, 2011 8:58 pm
Re: Game Development: World 16.2
I like the social aspect of Brodgar, being able to shoot the shit with random people in-game without the omnipresent threat of someone pulling a couple of buddies out of thin air to jump you, but I feel like it should be located on a small island, with animal aggro being disabled. Right now every time you warp to Brodgar there is a risk of some funny guy suicide bombing with a bear on it. With the nearby cliff and the changes to animal aggro you can now infinitely bounce aggresive animals into the Ring while staying 100% safe yourself. Maybe it should be a separate realm all-together but I sort of like the idea of a boat meet in safe waters. It probably could be feasible to fix all those issues (if they even are issues) and keep Brodgar on the real map, but I feel it conflicts with my next point.
Depending on how we feel on how easy it's to transport stuff with it it should also just be impossible to bandy/drop stuff on it and so on, maybe with exception of Runestones. It's really easy to transfer a lot of things with alts currently, even with random pickpockets and circles of alts sitting around trying to snatch your clams. It made item transfers essentially 100% safe and instantenous. Not that it wasn't already possible to do pretty much the same thing with teleporting to HF and alts, but at least it took a non-zero amount of time
No travel weariness for Thingwalls is too powerful, but I also feel like Thingwall teleporting shouldn't be such an easy and omnipresent fast travel system. I understand the intention behind the PVP aspect of gathering for fights but somehow I feel like camping them, calling ten buddies to help with every single gank or randomly jumping around the continent looking for people who didn't know better than to settle near one shouldn't be encouraged and PVP teleports should instead be a different system encouraging sieges and field battles - possibly only being able to teleport to challenged Thingwalls or a flag, or a "counter-flag" or a rally point realm power or whatever.
I'd like to see roads have decreased travel weariness costs, or possibly some form of calculation that takes into account the ground type below the path vector of roads so you might actually see proper roads connecting places on the map, Roman Empire style. Arguably really annoying to do but what else you're doing with your miraculously surviving digging alts in winter anyway. Easy travel should be something that happens if there's a well developed world, not just be a given. I remember crossing a late stage world using roads that stretched across it's enteriety. I think it was W10 but my memory is foggy. That was cool.
Depending on how we feel on how easy it's to transport stuff with it it should also just be impossible to bandy/drop stuff on it and so on, maybe with exception of Runestones. It's really easy to transfer a lot of things with alts currently, even with random pickpockets and circles of alts sitting around trying to snatch your clams. It made item transfers essentially 100% safe and instantenous. Not that it wasn't already possible to do pretty much the same thing with teleporting to HF and alts, but at least it took a non-zero amount of time
No travel weariness for Thingwalls is too powerful, but I also feel like Thingwall teleporting shouldn't be such an easy and omnipresent fast travel system. I understand the intention behind the PVP aspect of gathering for fights but somehow I feel like camping them, calling ten buddies to help with every single gank or randomly jumping around the continent looking for people who didn't know better than to settle near one shouldn't be encouraged and PVP teleports should instead be a different system encouraging sieges and field battles - possibly only being able to teleport to challenged Thingwalls or a flag, or a "counter-flag" or a rally point realm power or whatever.
I'd like to see roads have decreased travel weariness costs, or possibly some form of calculation that takes into account the ground type below the path vector of roads so you might actually see proper roads connecting places on the map, Roman Empire style. Arguably really annoying to do but what else you're doing with your miraculously surviving digging alts in winter anyway. Easy travel should be something that happens if there's a well developed world, not just be a given. I remember crossing a late stage world using roads that stretched across it's enteriety. I think it was W10 but my memory is foggy. That was cool.
Kaios wrote:*farts on your head*jorb wrote:What should rage cost?
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LuxOG
- Posts: 8
- Joined: Fri Jan 25, 2019 7:42 pm
Re: Game Development: World 16.2
This is only my second world but IMO range meta for hunting is much more fun and realistic than fighting animals to death with your bare hands or a weapon
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Xeloxs
- Posts: 24
- Joined: Sun Apr 05, 2015 3:48 pm
Re: Game Development: World 16.2
Kamekono wrote:This is one of the many issues of this game. You can't have a game that is balanced for both hermits and large groups. You either make things fair for hermits, which makes it way too easy for groups, or you make things for groups -which fucks hermits.
And if there will be profession you have to buy with LP "hermit" or "villager"?
You can buy only one profession of course.
And if you have one "villager" in world on your acconut you cannot make another "alt" for "hermit" to prevent multi alts for all professions.
Buying "hermit" profession gives you possibility to make and be in only 1 person claim and skills not available for villagers.
Buying "villager" profession gives you possibility to make and join only village multi person claim and skills not available for hermits.
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abt79
- Posts: 1628
- Joined: Thu Feb 06, 2014 1:59 am
- Location: looking for black coal, completely in vein
Re: Game Development: World 16.2
Xeloxs wrote: you cannot make another "alt" for-
This is the type of top mind that makes forum suggestions btw. When you argue for or against a given change, this is the kind of cacophony you are competing with.
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Vladichka
- Posts: 116
- Joined: Tue Jul 18, 2023 8:26 pm
Re: Game Development: World 16.2
The new bot prevention system is kinda funny but maybe spawning bears inside the palisade on claim is going a bit overboard
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_Scipio
- Posts: 304
- Joined: Sat Aug 29, 2015 3:22 am
- Location: Interrogating your villagers.
Re: Game Development: World 16.2
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.
Warriors of Annihilation ; The Crimson Tide ; Remnants of the Few; The Hunt Goes On-
Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: Game Development: World 16.2
Remedial math class for the devs when?jorb wrote:Indeed.rye130 wrote:So a character with 1k in every stat would get the same reduction as a charcter with 10 in all stats except one stat where they have 1k.
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AliExpressMerchant
- Posts: 140
- Joined: Thu Jan 08, 2026 8:28 am
Re: Game Development: World 16.2
It definitely doesn't work that wayjorb wrote:We're looking at proportions of the single highest attribute on the server.rye130 wrote:
Or is it the character with the highest sum of all their attributes and your reduction is based on how close the sum of your attributes are to theirs? In which case you get punished when you accidentally get a stat you don't care about since it'll decrease the amount of hunger reduction you get.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: World 16.2
wow solo hunting rly sucks ass now no less cheesy but I have a few annoying wounds and my armor is a bit broken and I'm sorta wasting my time if I don't have a hunting buddy
tbh considering how underwhelming hunted food is I think the usual day 8 - week 3 period where people hunt bears (the most fun part of the entire game) and naturally run into each other won't happen. I think people will just fish until they start pickling and never leave their base on their main
basically 1:1 what everybody predicted every time this was suggested
tbh considering how underwhelming hunted food is I think the usual day 8 - week 3 period where people hunt bears (the most fun part of the entire game) and naturally run into each other won't happen. I think people will just fish until they start pickling and never leave their base on their main
basically 1:1 what everybody predicted every time this was suggested
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