revcasy
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Yeah, I get that. Maybe a cap at 8 hours? Anyway, personally I don't mind the pvp per se. I look at this as more a theoretical exercise than anything. If rocket decides to add a mechanic that forces people to take their gameplay more seriously, then this is a good way to do it, but it's up to him. I don't actually care. I haven't died in 5 days, and I play a lot. 90% of the time when I do die, it's because of a stupid mistake where I deserve to die, or a glitch. Bandits only factor into the way I play as a threat, not a reality. *shrug*
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So you are saying that making death harsher would keep you from playing like that after you die? Thank you for confirming my theory. =)
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For your consideration: First death, wait 8 seconds to respawn, second 16 sec, 32 sec, 64 sec (~1 minute), 2 min, 4 min, 8 min, 16 min, 32 min, 64 (~1hour), 2 hr, 4, hr, 8 hr, etc... So, here is a mechanic to make death harsher. This simultaneously limits the bean wars, penalizes sloppy play, and makes banditry much riskier. This targets everyone without singling out one group, ratchets up the tension even more, yet makes allowances for a learning curve for new players. The respawn time does not really become significant until 8-16 minutes (7th or 8th life), and even after 13 lives just means you have to take the rest of the day off more or less (something I am apt to do anyway when I die). This is also easily adjustable by the devs; all you have to do is instead of starting at 8 seconds, you start with 1 second, or 2 seconds and this effectively adds extra lives before the penalty becomes significant. Anyway, just an idea, I am sure I am overlooking some downside/s. rev
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Blocking buildings and server hopping as a loot exploit.
revcasy replied to synesthesia's topic in Mod Servers & Private Hives
I have tried to vault over the wire. It never works for me either. -
Blocking buildings and server hopping as a loot exploit.
revcasy replied to synesthesia's topic in Mod Servers & Private Hives
The problem is that there is a bug (I think). Sometimes you go through the animation but the wire is not removed. I suspect this has something to do with the wire being installed so that it clips through walls. I was at NW airfield yesterday and there was wire everywhere. I had a toolbox and I successfully removed some of it, but I was unable to get into the fire station because it was blocked by wire, and even though the animation played when I selected the 'remove wire' option, the wire stayed where it was. The only thing I could see that was different about this wire was that it was placed in such a way that it clipped through the walls of the building.