ramuller wrote:If I remember correctly, Jorb said the 3 wall behaviour is a bug to be fixed at some point.
Sevenless wrote:ramuller wrote:If I remember correctly, Jorb said the 3 wall behaviour is a bug to be fixed at some point.
It's not a bug, it's the result of a rather quickly slapped on fix to dealing with criminal behaviour before they'd fully thought out the system for it.
It is a mechanic they're hoping to improve on though. I'm still confused why the first summonable doesn't just trigger the braziers. It would mean a lot less silliness like this.
Sevenless wrote:ramuller wrote:If I remember correctly, Jorb said the 3 wall behaviour is a bug to be fixed at some point.
It's not a bug, it's the result of a rather quickly slapped on fix to dealing with criminal behaviour before they'd fully thought out the system for it.
It is a mechanic they're hoping to improve on though. I'm still confused why the first summonable doesn't just trigger the braziers. It would mean a lot less silliness like this.
Sevenless wrote:I guess it depends how you look at it. They programmed it to specifically take 3 vandalism acts to trigger, this is not an unintentional side effect of something else. It's definitely "working as intended", but yes it's a design flaw the game hit when opening up criminal acts in pre-commercial beta happened before the system was fully implemented (and thought out).
Edit: While I'm on the subject. The intention of this system is partially to avoid the "shell" defense problem Haven had. People had a wall? You couldn't do **** unless you sieged them for X hours so most raiders didn't bother. Then you got enough strength and walls didn't matter. Bam, shell broken, people start dying everywhere.
I guess the point is you don't want the system to be a "can break" or "can't break". In that it failed as well until the recent crime debuff changes.
Deacon wrote:Is there any chance we can get Jorb to comment here, giving us some of their ideas on how, when, or even if they plan to address this?
Thanks
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