MM Tribe versus Russians II

Forum for In-Game politics, relations and matters of justice.

Re: MM Tribe versus Russians II

Postby colesie » Thu Jan 17, 2013 12:06 am

L33LEE wrote:but we have a teleport to boston / homestead feature in salem.

So bringing a HnH feature to a totally different game when it was not needed due to teleportation systems, was stupid imho.

I would feel bad for any person to be killed in this way. Its just sad and should be removed.

No, it's to prevent things like summoning an army of characters inside of an enemy's walls. Or porting monster characters to come and bash into a place and then port home the same way as they'd come there.
It's essentially a way to travel around the map in a blink of an eye
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Re: MM Tribe versus Russians II

Postby clouddog » Thu Jan 17, 2013 12:08 am

This reminds me of a song i listened to before today.

You can sense it in the air, man, you better beware, because
Something wicked this way comes
We run through your district, our guns are sadistic
Something wicked this way comes
When the hairs on the back of your neck stand erect, you know
Something wicked this way comes
If we display guns, all the indians, they run, they know
Something wicked this way comes
We never left, We just lay low and the lower we lay we stay connected and make dough.
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Re: MM Tribe versus Russians II

Postby Usernm » Thu Jan 17, 2013 12:10 am

Chief, we can't find your crafting facilities, because scents not lead to it. You know where we live, because many scents leave to that location since Plymouth start. And scents stop lead to us after we leave and Jorb do update. After it any older scents erased and you haven't new on us. How about post here map wtih your main base and Boston and we try to be brave and raid it too?
Something like this one:
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alloin wrote:
Procne wrote:Any idea how high on humours were those braves?

They didn't had the guts to summon at their leanto, so you'll never know !


We summon they near Boston for proofbodies. If we can't do it, we kill him on his bunker, but after that he can say us about alts and so on.
Sorry for my english, I am from Russia and use soviet one. :)
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Re: MM Tribe versus Russians II

Postby L33LEE » Thu Jan 17, 2013 12:11 am

colesie wrote:
L33LEE wrote:but we have a teleport to boston / homestead feature in salem.

So bringing a HnH feature to a totally different game when it was not needed due to teleportation systems, was stupid imho.

I would feel bad for any person to be killed in this way. Its just sad and should be removed.

No, it's to prevent things like summoning an army of characters inside of an enemy's walls. Or porting monster characters to come and bash into a place and then port home the same way as they'd come there.
It's essentially a way to travel around the map in a blink of an eye


Just prevent summoning of people without a homestead, However people without a homestead can be tracked indefinitely, even when logged out, meaning no hiding, and when you reach there logged out location, you can summon them.

simple solution to a screwed up problem.
Retribution ~ Death comes to those who wait.

Wishy for Mod - http://forum.salemthegame.com/viewtopic.php?f=3&t=7783
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Re: MM Tribe versus Russians II

Postby colesie » Thu Jan 17, 2013 12:13 am

L33LEE wrote:
colesie wrote:
L33LEE wrote:but we have a teleport to boston / homestead feature in salem.

So bringing a HnH feature to a totally different game when it was not needed due to teleportation systems, was stupid imho.

I would feel bad for any person to be killed in this way. Its just sad and should be removed.

No, it's to prevent things like summoning an army of characters inside of an enemy's walls. Or porting monster characters to come and bash into a place and then port home the same way as they'd come there.
It's essentially a way to travel around the map in a blink of an eye


Just prevent summoning of people without a homestead, However people without a homestead can be tracked indefinitely, even when logged out, meaning no hiding, and when you reach there logged out location, you can summon them.

simple solution to a screwed up problem.

brb logging out in a boat at sea
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Re: MM Tribe versus Russians II

Postby L33LEE » Thu Jan 17, 2013 12:15 am

colesie wrote:brb logging out in a boat at sea


So they need a boat to summon you ?
Jump into the boat of the summoned person.
Proceed to kill them.

again were is the point your trying to make to defend this fail mechanic ?
Retribution ~ Death comes to those who wait.

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Re: MM Tribe versus Russians II

Postby colesie » Thu Jan 17, 2013 12:17 am

L33LEE wrote:
colesie wrote:brb logging out in a boat at sea


So they need a boat to summon you ?
Jump into the boat of the summoned person.
Proceed to kill them.

again were is the point your trying to make to defend this fail mechanic ?

Either way it fails but at least in haven you always have the chance to log on and ***** their **** up for summoning you
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Re: MM Tribe versus Russians II

Postby Potjeh » Thu Jan 17, 2013 12:18 am

Guys, let's not hijack first decent drama in weeks.
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Re: MM Tribe versus Russians II

Postby L33LEE » Thu Jan 17, 2013 12:20 am

colesie wrote:
L33LEE wrote:
colesie wrote:brb logging out in a boat at sea


So they need a boat to summon you ?
Jump into the boat of the summoned person.
Proceed to kill them.

again were is the point your trying to make to defend this fail mechanic ?

Either way it fails but at least in haven you always have the chance to log on and ***** their **** up for summoning you


It fails because you say so, and thats final ?

Expected more you you colesie.

Potjeh wrote:Guys, let's not hijack first decent drama in weeks.


Not hijacking, merely discussing the method of execution used in this thread and if it should be removed. Will take elsewhere if you wish.
Retribution ~ Death comes to those who wait.

Wishy for Mod - http://forum.salemthegame.com/viewtopic.php?f=3&t=7783
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Re: MM Tribe versus Russians II

Postby Potjeh » Thu Jan 17, 2013 12:27 am

It would be better suited in I&I, yeah, these things get drowned in the noise here.
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