Also why wood polish tbh? More work to larp sucks
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mulamishne
- Posts: 569
- Joined: Fri Apr 21, 2017 8:35 am
Re: Game Development: Strawberry Turpentine
Change is horrid and needs to be reverted please. The idea behind loot being an additional task is horrid, the people arguing for the change are disingenuous and don't understand how actual pvp works, and they aren't viewing the change as 'skill based looting', but as an item protection system.
Also why wood polish tbh? More work to larp sucks
Also why wood polish tbh? More work to larp sucks
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Fostik
- Posts: 2519
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Re: Game Development: Strawberry Turpentine
Especially making it from single tree, when world has very randomized tree spread, and it could be hard to find terebinth in some areas.mulamishne wrote: Also why wood polish tbh? More work to larp sucks
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Game Development: Strawberry Turpentine
Lots of trashtalk from the hardcore pvpers but still no reasons for a mid tier player to care.
I still maintain this is a positive change for me. I've done pvp seiges and raids, but seems only the highest tiers of players gank.
I still maintain this is a positive change for me. I've done pvp seiges and raids, but seems only the highest tiers of players gank.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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Lalaxx
- Posts: 440
- Joined: Sun May 12, 2013 12:15 pm
- Location: Norsca
Re: Game Development: Strawberry Turpentine
Why this game become more and more tolerant to noobs mid tier players every half year?
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mulamishne
- Posts: 569
- Joined: Fri Apr 21, 2017 8:35 am
Re: Game Development: Strawberry Turpentine
It really feels like you just typed 'The people this change is targeted at are complaining because they feel it is bad for the game, but despite claiming to pvp I feel it is positive for me for some reason.'.Apocoreo wrote:Lots of trashtalk from the hardcore pvpers but still no reasons for a mid tier player to care.
I still maintain this is a positive change for me. I've done pvp seiges and raids, but seems only the highest tiers of players gank.
Unsure how this has to do with ganks because a gank will usually be a few dudes vs one so they can loot everything anyways. This really just fucks people up who are outnumbered and manage to KO their opponents. If a group of three can outskill ten players in combat shouldn't they be entitled to the full loot of their opponents?
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Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Game Development: Strawberry Turpentine
First of all I agree that there shouldnt be a minigame and this should be viewed as item protection, which its sort of how its being used.
So seeing direct threats to my group, that I have no real means of attacking ingame, complaining is kind of great from my POV.
Also in your example the reward would be getting the loot of 10 dudes. If the time is per player as you suggest I see the issue. Doesnt make me want a revert but rather an adjustment. Would prefer a hard, simple stance of you can lose X number of items when KOd.
So yeah, I see your point now. Could concievely effect me if the game opens up more mid tier pvp, like the poplar idea of splitting up the meteor.
Well theres pvp and "pvp" right? Ive chased idiots who logged on during a siege, KO'd and stripped them. But really all im going for on a KO'd dude is the keyring, hoping they have a master key or some ship keys. I dont have the industry (read: bots) to compete in a thingwall or meteor fight. Its positive for me if I get KO'd by a big boi, and the negatives just dont even effect me.mulamishne wrote: It really feels like you just typed 'The people this change is targeted at are complaining because they feel it is bad for the game, but despite claiming to pvp I feel it is positive for me for some reason.'.
So seeing direct threats to my group, that I have no real means of attacking ingame, complaining is kind of great from my POV.
Do we have confirmation if its a delay per looter or per body because Ive been reading some that implied the opposite and I havent had the pleasure of KOing someone since yesterday and I dont want want to get redhanded for a test.mulamishne wrote:Unsure how this has to do with ganks because a gank will usually be a few dudes vs one so they can loot everything anyways. This really just fucks people up who are outnumbered and manage to KO their opponents. If a group of three can outskill ten players in combat shouldn't they be entitled to the full loot of their opponents?
Also in your example the reward would be getting the loot of 10 dudes. If the time is per player as you suggest I see the issue. Doesnt make me want a revert but rather an adjustment. Would prefer a hard, simple stance of you can lose X number of items when KOd.
So yeah, I see your point now. Could concievely effect me if the game opens up more mid tier pvp, like the poplar idea of splitting up the meteor.
Last edited by Apocoreo on Mon Aug 02, 2021 10:37 pm, edited 1 time in total.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Game Development: Strawberry Turpentine
There's a solid near-second per "looter" taking a single item from a KOed person. This means a single piece of porridge, a single thane's ring, etc etc.Apocoreo wrote:
Do we have confirmation if its a delay per looter or per body because Ive been reading some that implied the opposite and I havent had the pleasure of KOing someone since yesterday and I dont want want to get redhanded for a test.
If the enemy outnumbers you and they know you have to deal with this there's no way they will let you sit there and calmly pick through their downed friend's stuff, hence the complaint that this change only possitvely impacts large zergs/groups, and also that it's even more likely now that in unfavorable fights if you somehow manage to outskill someone and down them, the sheer numbers advantage means the KO is meaningless, and you don't even get a proper reward for it.
On the other hand, since the cooldown is per "looter", a larger group will have no issues quickly and calmly looting you clean when they down you.
Granger wrote:Fuck off, please go grow yourself some decency.
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Redell
- Posts: 258
- Joined: Thu Aug 20, 2009 6:38 am
Re: Game Development: Strawberry Turpentine
In this thread:
In the case of gankers (Multiple vs 1), the change isn't really bad, just gotta manage loot time better, which means that it will not affect the people here defending the change.
Anyone here that is defending the change and actually do larger scale PVP are admitting they lose all the time and are salty.
TLDR: Large scale PVP suffers from the change because looting in battle is very time sensitive, there is no "loot after the battle", if you think thats possible try actually playing the game. ¯\_(ツ)_/¯
- Angry actual larger scale PVP'ers (3 or more vs 3 or more fights) that are against the loot change
- Ignorant Non-players, hermits that hide behind palisades and farmville peasants that are for a change that most likely wont affect them anyways.
Vigilance wrote: people like you are literally the sole reason this game gets trashcan patches confirmed/fueled by community input, so its pretty reasonable oldies will be trying to beat you with the "You're Wrong" bat over and over.
SnuggleSnail wrote:
In the case of gankers (Multiple vs 1), the change isn't really bad, just gotta manage loot time better, which means that it will not affect the people here defending the change.
Anyone here that is defending the change and actually do larger scale PVP are admitting they lose all the time and are salty.
In larger scale PVP, most items people have are going to be worth taking unless you are fighting an army of hermits. Only things not worth are just food and water.loftar wrote: I could very well consider making it faster; I mainly just didn't like the whole "first player to reach the fainted gets it all" mechanic. That being said, I'd expect most of the stuff that you'd loot from knocked players isn't really particularly important.
TLDR: Large scale PVP suffers from the change because looting in battle is very time sensitive, there is no "loot after the battle", if you think thats possible try actually playing the game. ¯\_(ツ)_/¯
https://www.youtube.com/watch?v=mNR6oKh7-hcNaoWhut wrote:He didn't realize we can be anywhere in the world because of jorb friendship magic <3
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Game Development: Strawberry Turpentine
1v1s happen all the time idk what game you are playingRedell wrote:hermits are for a change that most likely wont affect them anyways.
Great change keep it up proud of you devs!


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Redell
- Posts: 258
- Joined: Thu Aug 20, 2009 6:38 am
Re: Game Development: Strawberry Turpentine
I should be asking you that.azrid wrote:1v1s happen all the time idk what game you are playingRedell wrote:hermits are for a change that most likely wont affect them anyways.
Great change keep it up proud of you devs!
All 1v1's this world have always been me chasing a pussy that won't fight.
I wouldn't even call it a 1v1, more like a hunt.
BUT AGAIN since you can't seem to read the real issue here.
This change is very bad for larger scale PVP, not 1v1s.
Read that for me please. Good boy.
https://www.youtube.com/watch?v=mNR6oKh7-hcNaoWhut wrote:He didn't realize we can be anywhere in the world because of jorb friendship magic <3
