Page 1 of 3
bridge blocking
Posted: Fri Apr 19, 2019 3:48 pm
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
Re: bridge blocking
Posted: Fri Apr 19, 2019 4:04 pm
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!
STANDING:
clap clap
. . clap clap
clap clap . . clap clap
clap clap . . clap clap
Re: bridge blocking
Posted: Fri Apr 19, 2019 4:43 pm
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!
Re: bridge blocking
Posted: Fri Apr 19, 2019 4:59 pm
by ryaca_
that's a good idea
Re: bridge blocking
Posted: Fri Apr 19, 2019 5:46 pm
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".
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!
Re: bridge blocking
Posted: Fri Apr 19, 2019 6:14 pm
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.

Re: bridge blocking
Posted: Fri Apr 19, 2019 7:08 pm
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:)
Re: bridge blocking
Posted: Fri Apr 19, 2019 7:45 pm
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
Nicely done SS!
Re: bridge blocking
Posted: Fri Apr 19, 2019 7:58 pm
by Gullander
A fat troll would be nice! If you want to shorten the time pay the troll 50 million per minute reduced.

Re: bridge blocking
Posted: Fri Apr 19, 2019 8:02 pm
by Leone
Lets up the ante to a nice round 1 billion:)