Goblin Land 2 ? #2951
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Reference: your-land/bugtracker#2951
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Going the "Goblin" route to area protection, one gives up certain civil niceties like a city center, plots, shops, ships, church, spawn point, public farms, the list goes on and on. As a trade off for pioneering the land, you shouldn't have to crowd around one goblin point.
Simply MOVING the Goblin landing point is a bit unfair to the pioneers of Goblin landing point #1 so I propose adding a second landing area.
I've been scouting for a good one with a water landing, of course - and having ruled out a nice prospect that had quicksand shores, have settled on submitting 26653,14,-1480 as a prospect for consideration.
Hope you find the idea worthy of consideration and the location technically feasible.
AGAIN I must state: simply sending people out the North Haven Road gate is mean and sets them up for an hour or more of disappointment, while viewing area after area after area of abandoned properties. It's not only mean, it's a bit sad AND literally makes Your Land look and feel abandoned.
cf.
i'm pretty sure there's also discussion somewhere i can't find about picking out a huge number of additional goblin catapult locations, something like the admin-curated "open areas" travelnet system on the blocky survival server.
another discussion, which i'm sure was in-game only, concerned creating airship outposts at regular intervals, so that players in the wilderness would always be within a few thousand nodes of an airship that'd bring you to haven. but that would be a ton of work.
The goblin catapult now offers shots into the center of each map quadrant.