i'd say no. I mean come on! You're on a walk, enjoy the scenery! Or imagine that you are, because there actually is no scenery, but still.
Also, think of how absurd it would look if you saw like 3 people walking down the road making a wooden shield for example. they would each be carving a different part of it, but someone would fall and ruin the entire process.
As for doing projects in a car, i think it goes in that you might be driving but you might not. And maybe roads are like big trolly systems, and cars don't even need a driver at all?
getting items from people killed on road
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Personally, i think the items and resources should be in the objects of the path for a set time, so one has a chance to pick them up, if not, they are left behind, to teleport to the last town...
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Well, I believe that they should stay as objects which can be picked up by people within like 10% of it. So an object dropped at 50% can be picked up between 40% and 60%.
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It would never be based on % distance - percents are relative to the actual road distance - In Cantr the shortest road is less than 100th the length of the longest. That aside, and assuming you ment absolute distance - again it would never be implemented like that . If objects where dropped on roads then you would have to be at the exact spot to pick them up.
This is academic as it will not be implemented until free roaming is developed. Consequently I'm moving it to rejected Suggestions as it is a side effect of an already accepted suggestion .
This is academic as it will not be implemented until free roaming is developed. Consequently I'm moving it to rejected Suggestions as it is a side effect of an already accepted suggestion .
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Well, when one character kills another, you should know the id's of both characters so it shouldn't be that hard to transferr gear from the dead character to the one who killed him. Occasionally a character would now want all the gear from the person killed, and they wouldn't be able to drop it till they reached town, but I suspect this would be the exception rather than the rule...
I think the problem is when the guards are on the road chasing the first thief, all the stolen merchandise lands back at town, where there are no longer any awake guards, so another thief could take them and make a clean get-away.
I think the problem is when the guards are on the road chasing the first thief, all the stolen merchandise lands back at town, where there are no longer any awake guards, so another thief could take them and make a clean get-away.
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Just A Bill wrote:
I think the problem is when the guards are on the road chasing the first thief, all the stolen merchandise lands back at town, where there are no longer any awake guards, so another thief could take them and make a clean get-away.
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Just A Bill wrote:Well, when one character kills another, you should know the id's of both characters so it shouldn't be that hard to transferr gear from the dead character to the one who killed him. Occasionally a character would now want all the gear from the person killed, and they wouldn't be able to drop it till they reached town, but I suspect this would be the exception rather than the rule...
I think the problem is when the guards are on the road chasing the first thief, all the stolen merchandise lands back at town, where there are no longer any awake guards, so another thief could take them and make a clean get-away.
That's an ic problem. As it can be solved in character.
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