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Old 10-07-2010, 12:57 PM   #11
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Quote:
Originally Posted by Shwish View Post
Players lose motivation because their fort is lost thus resulting in them fighting demoralized and traveling at the normal pace, or they lost the communication/intel the fort was providing for them resulting in them losing the home ground advantage making them travel the same pace as the enemy.

The whole idea isn't very logical... but then again does logic really exist in a fantasy mmorpg? I still think its a good idea.
I am concerned about the programming for this. What was suggested so far is basically a static solution which does not require intervention from the server. Your suggestion is a dynamic terrain (wide ranging across multiple areas of the map) modification solution based on events in the game, thereby requiring more calculations from the server. Will this feature give more bang for the buck?

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Old 10-07-2010, 03:49 PM   #12
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Quote:
Originally Posted by bois View Post

On the opposite end of the scale there should be pockets of speed traps on off road locations. Scrub land, snow drifts and sand dunes provide a slowing effect much like shallow water does.
I like that idea as well, the whole point is to add further dimensions to the WZ dynamics. Good knowledge of your surroundings would become valuable!

@ Inkster: Yes you would have to be on a horse on the road as well. I didn't mean a mage on the road would suddenly fly along faster than a horse!
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Old 10-08-2010, 08:27 AM   #13
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Quote:
Originally Posted by bois View Post

On the opposite end of the scale there should be pockets of speed traps on off road locations. Scrub land, snow drifts and sand dunes provide a slowing effect much like shallow water does.
The way NGD translates our ideas or suggestions;
I can see it now:

Next Weeks Update: Movement on Roads and Speed Bumps

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Old 10-08-2010, 09:37 AM   #14
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New premium add cars that can go only on roads lol :P
Anyway roads aren't the shortest way to go to some place and people avoid them now even if you walk 5% faster on a road you don't need to use it couse it won't be fast enough.
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Old 10-08-2010, 12:22 PM   #15
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I like the idea, but direct line of sight would probably still be quicker, unless, as was also mentioned, other terrain was taken into account.
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Old 10-11-2010, 09:58 PM   #16
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Quote:
Originally Posted by HidraA View Post
Excellent ideea!
Allrady saw this feature in Gothic 3 or so
+1 for Gothic 3 reference
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Old 10-12-2010, 12:29 PM   #17
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Quote:
Originally Posted by Mersault View Post
I like that idea as well, the whole point is to add further dimensions to the WZ dynamics. Good knowledge of your surroundings would become valuable!
I can imagine some really good oppurtunities with this. Like a sandpit almost where it takes a while to move around in them. However, players could be tempted to journey into them for as there is a higher count of mags around - they just have to beware of the high level aggro mobs on the way too.
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Old 10-12-2010, 03:16 PM   #18
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Post this idea on Suggestions before as well so yes I like it :-).
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Old 10-21-2010, 07:19 PM   #19
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Woei PB --> Samal is now 30 secs faster
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Old 10-24-2010, 12:45 PM   #20
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itd be nice if off-road on enemy realm you'd get a speed malus. so dno, dwarves moving in sand would get some neg speed, dork elves in snow as well as green elves etc... all class related. so you can really hunt down your enemy
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