Game Development: Traveling Circus

Announcements about major changes in Haven & Hearth.

Re: Game Development: Traveling Circus

Postby jordancoles » Fri Oct 14, 2016 6:43 pm

Let us describe charter locations with parchment; if the charterstone has permissions set to allow it
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Re: Game Development: Traveling Circus

Postby dafels » Fri Oct 14, 2016 7:03 pm

The roads are fine fast travel system right now, atleast takes some effort to build, but is easy at the same time, every noob/advanced player can do it and many are doing it and the map is nowhere near huge as in world 8 anymore where we actually needed the crossroad like mechanic to atleast have some interaction.

AD has/had many roads that they built themselves going all over the map in ORDER to raid/kill people


Bro, a system like crossroads will ease this process of this way more , do you want to see a undestroyable crossroad which would be built in a small palisade next to your village that enemy is using to port to your place?
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Re: Game Development: Traveling Circus

Postby Kaios » Fri Oct 14, 2016 7:09 pm

dafels wrote:Bro, a system like crossroads will ease this process of this way more , do you want to see a undestroyable crossroad which would be built in a small palisade next to your village that enemy is using to port to your place?


I don't think there's a need for crossroads either, I was just thinking about it from the perspective of newbie/hermit players and also taking in to consideration the past experiences regarding global trade. Personally I have no issue with the current road system at all and I also have multiple charter stones around the map so really it's no issue for me either way.
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Re: Game Development: Traveling Circus

Postby LadyGoo » Fri Oct 14, 2016 8:33 pm

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The update is already affecting the traders. They can now bring more items to trade and carry more stuff back home.
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Re: Game Development: Traveling Circus

Postby Amanda44 » Fri Oct 14, 2016 8:35 pm

Lol, representing EC there Loo. :D
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Re: Game Development: Traveling Circus

Postby hery76 » Fri Oct 14, 2016 10:14 pm

Amanda44 wrote:Lol, representing EC there Loo. :D



Hell yeah, everytime ^^


10/10 for this implementation, very very very usefull to move stuff. A MUST for trades indeed :D
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Re: Game Development: Traveling Circus

Postby Potjeh » Fri Oct 14, 2016 10:18 pm

Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.
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Re: Game Development: Traveling Circus

Postby Ozzy123 » Fri Oct 14, 2016 10:20 pm

Potjeh wrote:Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.


You know you can spawn characters on charterstones? Or idk what else do you mean by bringing them back as spawn points.
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Re: Game Development: Traveling Circus

Postby tyrtix » Fri Oct 14, 2016 10:29 pm

Potjeh wrote:Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.


Having free authority in reign? this is too easy to abuse, i believe.
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Re: Game Development: Traveling Circus

Postby stickman » Sat Oct 15, 2016 12:56 am

Ozzy123 wrote:
Potjeh wrote:Road fast travel is fine, what we need is bringing back charterstones as spawn points. Now that we have realms it makes sense for factions to invite hermits to live in their area. And if you connect this spawn point to a road network the newcomers will naturally tend to settle near roads, which should make it easy for them to visit the realm's marketplace.


You know you can spawn characters on charterstones? Or idk what else do you mean by bringing them back as spawn points.


before you didn't need to know the charter name. when you created a character you could just pick. New players may want to spawn in a populated area so they are not alone.... and they could read on the forum and decide which kindom they would rather be in.
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