Board Thread:Suggestions forum/@comment-27587913-20160909023701/@comment-25841881-20160909211233

The thing is, Milk, these'd have to have special dismissing protocols.. The current dismissing, which just removes the owner, wouldn't work well.. It'd leave them useless to the owner and still respawning.. So he'd need to add special code for the dismissal of these for them to work like that. And, yes, servers have rules.. But the goal isn't to constrain things to fit within the framework of the rules. The goal is to make it a stand-alone mod, and then the rules can be shaped around it. We shouldn't allow bugs like duplication to remain even though servers have rules preventing the exploits. And then, as to the dedicated enough time and not leaving.. Well, I've seen people leave servers and the mod in general after having played for a year. And I've also seen people have 500+ alignment and 1000+ coins after a week, and plenty of people leave after that time. And city's having rules? Well, people can just ignore those, or forget them, or just think it's an exception because they're making it in their apartment, not the city's public apartment.. And when they break the rule, the only thing the rulemakers can do is report it to server staff, and find a valid reason for the server staff to destroy the property of that player. And it would only take ten seconds for the actual action, but there's more than that to removing the property of a player who left the server. For one thing, making sure they actually left.. That can be problematic, like when one person supposedly has contact with them outside of the server, and they say they're coming back. Or when one person is friends with who left, and so doesn't want admins to act as if he had left, and so says that they say they're coming back. And even if it is only a minute total time.. Server staff are players too, and we shouldn't make unneeded work for them.

If they don't respawn and store stuff in a chest.. Well, yes, you do have to pay money for a new trader.. But consider the alternative. 500 alignment, and you can get a unit which never truly dies. Even if it doesn't attack unless provoked, it still is a unit which always comes back. Even if it never attacks, it still is a unit that's a one-time purpose, infinite practical health. Human meat-shield. Would be useful for fighting invasions, or entering hostile land. And, yes, it makes sense for a medieval world.. If you have a trader, you should have guards. Like NPCs of the same faction nearby, so that if the trader dies, they'll fight back.. And also, that's not really a valid objection at all. You might as well complain about warrior units not respawning, because someone can just come and kill them, then you have to pay more coins.. And the trader/captain mechanism might be implemented to stop griefing, but those are naturally generated traders that are a non-renewable resource. Traveling traders, which are renewable, don't respawn. These traders would be renewable.

Yes, milk, that is how it works. Again, put up NPC guards. Or, let's take your own argument from earlier. The city/market owners can just make a rule. And since the market is probably inside the city walls, the only people who should have access are the people who live in the city, and live under its rules. If you leave your city gates open, then everyone can come kill it, but why do you leave a city gate open? Everyone can come and kill you, and then they can have stuff.

A trading block might remove issues.. But there's that immersion thing. In my opinion, it would be like adding a block which automatically farms for you, when provided coal, instead of a farmhand.