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Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: Something should be done about fast travel ted talk
No no, the tw debuffs are your idea, and i thought it out, found the most "reasonable" (imo, idk, the other ones fuck you for doing anything with your main) debuff, and it still sucked.
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Halbertz
- Posts: 674
- Joined: Fri Aug 28, 2015 11:03 pm
Re: Something should be done about fast travel ted talk
Ocean is literally dead content.Archiplex wrote:tbh i think continents and the big focus on sailing was a mistake, basically everything related to the deeper oceans has been kinda shit
Last time they added something to it was barnacles (aka whale nerf). It was such important thing that half of the factions gave up on even try to figure it out. volcanoes lmao
Business as usual
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catgode
- Posts: 36
- Joined: Tue Sep 10, 2019 9:31 pm
- Location: Stonehut
Re: Something should be done about fast travel ted talk
i was under the impression it was in response to snekkjas, given that i dont see why snail would make a snide remark about a suggestion he already criticized 5 posts earlier. i presume he saw me mention building shit and neurons got activated.
i thought a bit about topic before sleep yesterday (for, like, 2 minutes), and there's no way to approach the snekkja drying proposal - or this thread's topic in general, without upsetting snail, so the question is, should we care
from my perspective, world's size is there, in part, to make the game feel, well, large. to enable players to build as large as they want, to enable them to move as far away as they want, and so on. being able to show up anywhere in minutes with a full arsenal in a complete ship undermines the size of the world and what it means for the players.
if i were to look at this from my perspective (which is what i usually do, shocking), making the experience of pvpheads worse doesnt really matter, because pvp is just one of X things that can be reasonably done in the game, and pvp is not being removed, so it's, like, whatever. it's a sandbox experience, not a wargame, people can still pvp if they feel the need to.
if we were to look at this from the perspective of appeasing snail, we can implement any one random suggestion from this thread and make experience worse for pvpheads (and maybe everyone else too), or we can just do what will actually happen - as in, nothing - and the experience will still be ass for pvpheads for a number of other reasons.
i dont know if snail actually speaks for all pvp enjoyers here, or just for his crew specifically, but i agree with the thread's general gist because it fits my vision of the game (which is a [probably inaccurate] interpretation of the devs musings on what the game is to them), and a meaningful change in pvp for either casuals or tryhards requires major work that probably just won't happen, seeing how the last attempt to improve it got thrown out before it made it to the game.
i thought a bit about topic before sleep yesterday (for, like, 2 minutes), and there's no way to approach the snekkja drying proposal - or this thread's topic in general, without upsetting snail, so the question is, should we care
from my perspective, world's size is there, in part, to make the game feel, well, large. to enable players to build as large as they want, to enable them to move as far away as they want, and so on. being able to show up anywhere in minutes with a full arsenal in a complete ship undermines the size of the world and what it means for the players.
if i were to look at this from my perspective (which is what i usually do, shocking), making the experience of pvpheads worse doesnt really matter, because pvp is just one of X things that can be reasonably done in the game, and pvp is not being removed, so it's, like, whatever. it's a sandbox experience, not a wargame, people can still pvp if they feel the need to.
if we were to look at this from the perspective of appeasing snail, we can implement any one random suggestion from this thread and make experience worse for pvpheads (and maybe everyone else too), or we can just do what will actually happen - as in, nothing - and the experience will still be ass for pvpheads for a number of other reasons.
i dont know if snail actually speaks for all pvp enjoyers here, or just for his crew specifically, but i agree with the thread's general gist because it fits my vision of the game (which is a [probably inaccurate] interpretation of the devs musings on what the game is to them), and a meaningful change in pvp for either casuals or tryhards requires major work that probably just won't happen, seeing how the last attempt to improve it got thrown out before it made it to the game.
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Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: Something should be done about fast travel ted talk
Well, the solution to adding drying time to snekjas without upsetting anyone involves actually fixing the issue that snekkjas create, they are basically a movable safepali and a get out of fight free card. Them being buildable on the spot just sucks, and the ones complaining about safepalis should agree, but then we get the other issue, is that you kinda need a snekkja to catch anyone bcs most ppl will be on a snekkja at all times when outside.
Then again, imagine getting safe-palis removed but snekkja remain ingame as they are, lmao.
Then again, imagine getting safe-palis removed but snekkja remain ingame as they are, lmao.
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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: Something should be done about fast travel ted talk
Dawidio123 wrote:Well, the solution to adding drying time to snekjas without upsetting anyone involves actually fixing the issue that snekkjas create, they are basically a movable safepali and a get out of fight free card. Them being buildable on the spot just sucks, and the ones complaining about safepalis should agree, but then we get the other issue, is that you kinda need a snekkja to catch anyone bcs most ppl will be on a snekkja at all times when outside.
Then again, imagine getting safe-palis removed but snekkja remain ingame as they are, lmao.
We can make them require to be built at a dock, no dry time just need a ship dock to make a ship. Then require ship dock to be built on active claim/village.
now you have a solution to more problems and it kinda sets up a process to learn for players, reducing people making sneks then learning they can be bashed without a dock.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Something should be done about fast travel ted talk
And if snekkjas/knarrs didn't exist, rowboats would be used the same. The solution to this is honestly pretty simple:Dawidio123 wrote:Well, the solution to adding drying time to snekjas without upsetting anyone involves actually fixing the issue that snekkjas create, they are basically a movable safepali [...] imagine getting safe-palis removed but snekkja remain ingame as they are, lmao.
- If anybody in a vehicle is aggroed it moves at dugout speed
- Aggro range == render dist
- Not necessary, but would mean less required scripts for PVP / fairer for high ping bois: make coracle just a set of buffs + swimming animation when worn instead of requiring a deploy / enter
Safepalis are different in that there's literally no counter-play. If you aggro somebody 5 minimaps from their safepali they're not going down unless they disconnect have an aneurysm, or are just a hermit, and by the late world safepalis are always everywhere. The only upside to safepalis is that the existence of normal gates means I get to raid like 50 villages per world by stealing keys or doing convoluted shit
lol even people like ardennes complaining about how shit safepalis are like 8 years ago search.php?st=0&sk=t&sd=d&sr=posts&keyw ... &start=160
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
http://www.seatribe.se/
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Massa
- Posts: 1747
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
Re: Something should be done about fast travel ted talk
hermits deserve to be crushed into dust by an iron bunny slipper


ass blast USA
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Detharon
- Posts: 113
- Joined: Sat Mar 26, 2011 2:16 pm
Re: Something should be done about fast travel ted talk
The world kind of resembles a huge PVP arena right now, it's far too easy to travel to the middle of nowhere when your buddy gets aggroed. OP is 100% correct, and the suggestions to change it are sensible.
The thing is, the unlimited benefits only the biggest PVP faction who has the most fighters at any time of the day. It makes them ungankable, because even if one of them gets attacked, his friends are always ready to jump it. As a result, you always fight the whole faction. Good luck doing that when you're an average village, heh.
There's a reason that this world had almost no real PVP — the most capable fighters were all allied. And no, raiding some Chinese or fighting WB is as interesting as the regular hermit hunt. It's not.
Removing any ways of escape (safepalis, boats) would be the final nail in the coffin. Once the big alliance finds you, you are sure to go down. You can run away from one person, but not when there's a whole hunting party, with people jumping to nearby TW to cut you off or run in front of you on a horse to take all the speedbuffs.
It's not just the problem of this world, but all the older ones too. They end up with one alliance doing what they want, everywhere, completely unopposed. W12 was mentioned there, and I remember it will because I had absolutely nothing to do and I made my most successful truffle botting setup. It was due to the big alliance of AD, Geleor, Dante, Whatever, Snail and maybe someone else I no longer remember.
The thing is, the unlimited benefits only the biggest PVP faction who has the most fighters at any time of the day. It makes them ungankable, because even if one of them gets attacked, his friends are always ready to jump it. As a result, you always fight the whole faction. Good luck doing that when you're an average village, heh.
There's a reason that this world had almost no real PVP — the most capable fighters were all allied. And no, raiding some Chinese or fighting WB is as interesting as the regular hermit hunt. It's not.
Removing any ways of escape (safepalis, boats) would be the final nail in the coffin. Once the big alliance finds you, you are sure to go down. You can run away from one person, but not when there's a whole hunting party, with people jumping to nearby TW to cut you off or run in front of you on a horse to take all the speedbuffs.
It's not just the problem of this world, but all the older ones too. They end up with one alliance doing what they want, everywhere, completely unopposed. W12 was mentioned there, and I remember it will because I had absolutely nothing to do and I made my most successful truffle botting setup. It was due to the big alliance of AD, Geleor, Dante, Whatever, Snail and maybe someone else I no longer remember.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Something should be done about fast travel ted talk
I don't care about any of this. Fast travel must be nerfed so I can play as a traveling merchant.





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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: Something should be done about fast travel ted talk
SO true oomfie lets go back to w8 before crossroads were a thing and force everyone to make big roads insteadDDDsDD999 wrote:I don't care about any of this. Fast travel must be nerfed so I can play as a traveling merchant.
Queen of a cold, dead land. Caretaker of the sprucecaps.

