Game Development: Traveling Circus

Announcements about major changes in Haven & Hearth.

Re: Game Development: Traveling Circus

Postby Damon_Cooper » Fri Oct 14, 2016 4:44 pm

Kaios wrote:chill homie I'm saying that because before the reintroduction of charter stones last world there was very little trading going on, when they were added again it picked up signficantly.

Another one post from kaios talking about some past days... ok...
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Re: Game Development: Traveling Circus

Postby Ozzy123 » Fri Oct 14, 2016 4:58 pm

I don't see any reason why wouldn't we bring back crossroads system from legacy back really. I wish someone could point out a really good arguement for keeping this current crossroads system. The only argument I've heard about keeping current system was "BUILD ROADS U LAZY FUCK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
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Re: Game Development: Traveling Circus

Postby loftar » Fri Oct 14, 2016 5:02 pm

Ozzy123 wrote:I don't see any reason why wouldn't we bring back crossroads system from legacy back really.

Because it sucks when map location doesn't matter at all. I'm not necessarily against more and/or different travel options, but location on the map should matter somehow, at least.
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Re: Game Development: Traveling Circus

Postby Amanda44 » Fri Oct 14, 2016 5:04 pm

loftar wrote:
Ozzy123 wrote:I don't see any reason why wouldn't we bring back crossroads system from legacy back really.

Because it sucks when map location doesn't matter at all. I'm not necessarily against more and/or different travel options, but location on the map should matter somehow, at least.

Can't we just change the having to visit the charter stones first, somehow?
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Re: Game Development: Traveling Circus

Postby Lunarius_Haberdash » Fri Oct 14, 2016 5:14 pm

loftar wrote:
Ozzy123 wrote:I don't see any reason why wouldn't we bring back crossroads system from legacy back really.

Because it sucks when map location doesn't matter at all. I'm not necessarily against more and/or different travel options, but location on the map should matter somehow, at least.


Then why do you keep introducing things that utterly obviate it having any importance whatsoever?
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Re: Game Development: Traveling Circus

Postby Ozzy123 » Fri Oct 14, 2016 5:19 pm

loftar wrote:
Ozzy123 wrote:I don't see any reason why wouldn't we bring back crossroads system from legacy back really.

Because it sucks when map location doesn't matter at all. I'm not necessarily against more and/or different travel options, but location on the map should matter somehow, at least.



When you have estabilished road system the location doesnt matter at all, but it took a lot of time and effort to build that, and it wasn't enjoyable. I think that really expensive travel option that would work just as crossroads on legacy would be cool, like 5 road crystals to build something that would work like crossroad on legacy and then 1 additional rock crystal for each additional road-sign from legacy. Early world people would have to travel so the map location would matter, but at current state of the world people would be able to trade and travel easier. PVP wouldn't be such a pain in the ass, there would be more pvp, more DRAMA.. It would be great.
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Re: Game Development: Traveling Circus

Postby jorb » Fri Oct 14, 2016 5:23 pm

Lunarius_Haberdash wrote:Then why do you keep introducing things that utterly obviate it having any importance whatsoever?


We haven't. We have attempted, and are attempting, to strike a balance.
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Re: Game Development: Traveling Circus

Postby Damon_Cooper » Fri Oct 14, 2016 5:56 pm

jorb wrote:
Lunarius_Haberdash wrote:Then why do you keep introducing things that utterly obviate it having any importance whatsoever?


We haven't. We have attempted, and are attempting, to strike a balance.

Making more uses for parchments may become a next step? like "Introducing everything" update, so once you know something, you can wt\rote it, and give/sell it to other players, so they'll study it too. Also, would be great, if "Travel" option on CS brings you some kind of menu of known destinations, so you can select and click "Travel". Maybe, it's not so obvious, but I get "There is no space in destination area" pretty often, and retyping the name of CS each time kinda annoying.
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Re: Game Development: Traveling Circus

Postby Kaios » Fri Oct 14, 2016 6:16 pm

loftar wrote:Because it sucks when map location doesn't matter at all. I'm not necessarily against more and/or different travel options, but location on the map should matter somehow, at least.


But presumably you want to limit the ability to easily raid someone across the map more than anything else and to this end the current mechanics really have no effect, as an example AD has/had many roads that they built themselves going all over the map in order to raid/kill people. The charter stone limitations really have no major effect in that regard.
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