bridge blocking

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ryaca_
Posts: 1276
Joined: Sun Feb 10, 2019 4:32 am

bridge blocking

Post by ryaca_ »

i sent 5 players to hedgemaze this morning for blocking bridge.

ty to all the players that send me screenshots and pms showing the guilty players blocking the bridges

please report these players directly to me
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LostKnight
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Joined: Sat Sep 09, 2017 8:02 pm
Location: Rockhiem nord i Steinhus nær Kedington

Re: bridge blocking

Post by LostKnight »

ryaca_ wrote: Fri Apr 19, 2019 3:48 pm i sent 5 players to hedgemaze this morning for blocking bridge.

ty to all the players that send me screenshots and pms showing the guilty players blocking the bridges

please report these players directly to me
Way to go Ryaca . . . keep going!
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SellSword
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Location: Ardesia

Re: bridge blocking

Post by SellSword »

I haven't been in the hedge maze before, but if it's a normal maze you should block off the exit or have the exit move around every minute or so!

But, yes, thank you!
Old soldiers never die, they just fade away.
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ryaca_
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Re: bridge blocking

Post by ryaca_ »

that's a good idea
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LostKnight
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Re: bridge blocking

Post by LostKnight »

Every minute would be rough.

but I can see this as an option:

Enter:
Bob(25) - (random select) - Exit 1
Carroll(45) - Exit 1 in use - (random select) Exit 4
Ted(163) - exits 1 & 4 in use - (random select) Exit 5
Alice(3084) - exits 1 & 4 & 5 in use - (random select) Exit 3
For as many as there ... and THEN:

Have a "No Exit" function once all exits are "assigned". And that "No Exit" person gets assigned an exit only when one person exits and it becomes "free". :twisted:

IE: All exits in use, three more people enter, and are waiting for exits to become available therefore assigned flags: NX-1, NX-2, NX-3, etc,

Meantime no one know what exit they have and of course no one knows that they have not yet been assigned an exit.


OH and a BIGGIE: disable +1 speed for boots and legs. You walk at 0 baby!
I am always AFK!
I am LK, A Friendly Knight.
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SellSword
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Location: Ardesia

Re: bridge blocking

Post by SellSword »

Or, when the player gets to the exit he needs to cross a bridge where an npc is fishing. Maybe make it 15 minutes of "in game" time from first contact to when the npc moves. ;)
Old soldiers never die, they just fade away.
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Leone
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Re: bridge blocking

Post by Leone »

SellSword wrote: Fri Apr 19, 2019 6:14 pm Or, when the player gets to the exit he needs to cross a bridge where an npc is fishing. Maybe make it 15 minutes of "in game" time from first contact to when the npc moves. ;)
Like it:)
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LostKnight
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Re: bridge blocking

Post by LostKnight »

Leone wrote: Fri Apr 19, 2019 7:08 pm
SellSword wrote: Fri Apr 19, 2019 6:14 pm Or, when the player gets to the exit he needs to cross a bridge where an npc is fishing. Maybe make it 15 minutes of "in game" time from first contact to when the npc moves. ;)
Like it:)
YES! A very narrow bridge or a very FAT NPC.

One OOPS! That NPC and Bridge would tell the person exactly where to go.

Soooooooo when they find the real exit ....

They enter the south end of a room, a river running east-west and a very narrow bridge crossing it with an NPC blocking it while fishing, a countdown times displays on the screen:

Code: Select all

 Do Not Block Bridges
Fisherman will move in:
 14 Minutes 59 Seconds
Now if they log off for 30 minutes thinking no problem ... they come back to see:

Code: Select all

 Do Not Block Bridges
Fisherman will move in:
 14 Minutes 51 Seconds
:lol: :lol: :lol: :lol:
Nicely done SS!
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I am LK, A Friendly Knight.
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Gullander
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Location: Gladsheim

Re: bridge blocking

Post by Gullander »

A fat troll would be nice! If you want to shorten the time pay the troll 50 million per minute reduced. :lol:
Retired
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Leone
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Location: Ashdown Village

Re: bridge blocking

Post by Leone »

Lets up the ante to a nice round 1 billion:)
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