Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 3:59 am

Jiochan wrote:
NOOBY93 wrote:Distance already did matter though.


No...
Roads literally teleport you straight there without any cost aside from maybe it being broken and need fixed.

Straight where? You don't have a road to every tile on the map. To get from one point to another you usually need to take multiple roads, the number of roads you need to take being higher the further away you're trying to go. The roads you're taking are usually roads from allied villages that take you to quest trees, rivers, etc. so there was quite a bit of walking and figuring out which road to take involved. This isn't world 7, you can't just cr from 1 village to another instantly that easily unless they're nearby or your road network is super good. Distance does matter.
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Re: Prelude, pt. II: World 11 Changelog

Postby bmjclark » Thu Jan 31, 2019 3:59 am

NOOBY93 wrote:Distance already did matter though. Now it will matter too much and have the same effect as creating 10 servers for haven and splitting the playerbase among them. Local markets won't redeem the fact that people won't interact with each other almost at all.


Clearly it mattered so much when there are shit tons of roads built all over the place, some many supergrids long. Once they're built it's not like there's a cost associated with using them.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 4:01 am

NOOBY93 wrote:Straight where? You don't have a road to every tile on the map. To get from one point to another you usually need to take multiple roads, the number of roads you need to take being higher the further away you're trying to go. The roads you're taking are usually roads from allied villages that take you to quest trees, rivers, etc. so there was quite a bit of walking and figuring out which road to take involved. This isn't world 7, you can't just cr from 1 village to another instantly that easily unless they're nearby or your road network is super good. Distance does matter.


You clearly weren't paying fucking attention. There were roads that went fucking EVERYWHERE, and they were so interconnected that if you knew the way (A little trial and error) You could GET anywhere FROM anywhere and back again.

bmjclark wrote:Clearly it mattered so much when there are shit tons of roads built all over the place, some many supergrids long. Once they're built it's not like there's a cost associated with using them.


You just countered your own argument. Once the fuckers got built there was no reason to cross the land in between and the world got VERY empty VERY fast.
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Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 4:02 am

Lunarius_Haberdash wrote:
NOOBY93 wrote:Straight where? You don't have a road to every tile on the map. To get from one point to another you usually need to take multiple roads, the number of roads you need to take being higher the further away you're trying to go. The roads you're taking are usually roads from allied villages that take you to quest trees, rivers, etc. so there was quite a bit of walking and figuring out which road to take involved. This isn't world 7, you can't just cr from 1 village to another instantly that easily unless they're nearby or your road network is super good. Distance does matter.


You clearly weren't paying fucking attention. There were roads that went fucking EVERYWHERE, and they were so interconnected that if you knew the way (A little trial and error) You could GET anywhere FROM anywhere and back again.

I didn't say you couldn't get anywhere, I said it took time, with the time it took being proportional to the distance. For fucks sake do you even play the game?
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Re: Prelude, pt. II: World 11 Changelog

Postby bmjclark » Thu Jan 31, 2019 4:03 am

Lunarius_Haberdash wrote:
You just countered your own argument. Once the fuckers got built there was no reason to cross the land in between and the world got VERY empty VERY fast.


I think you missed some sarcasm
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 4:04 am

Lunarius_Haberdash wrote:You clearly weren't paying fucking attention. There were roads that went fucking EVERYWHERE, and they were so interconnected that if you knew the way (A little trial and error) You could GET anywhere FROM anywhere and back again.


Wanna play a game? While the world is still alive, you will be starting from CF and I will show you my location on the map, if you get to me in 10 minutes I'll paypal u 50$, if you don't you paypal me 50$, we can play BO5. If there are roads everywhere that should be easy money for you?
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Re: Prelude, pt. II: World 11 Changelog

Postby ZBoysInHeat » Thu Jan 31, 2019 4:06 am

+1 on not being able to teleport with a fully loaded knarr at the very least.
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Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 4:07 am

i mean ive quested 2 chars to 13k buffed ua and know the roads in this world prob better than anyone from my autism questing and there is a shit ton of places that i cant get to so easily heh....
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Re: Prelude, pt. II: World 11 Changelog

Postby Nek » Thu Jan 31, 2019 4:07 am

Don't mind me, just interrupting this delicious bit of drama and debate to say something completely irrelevant.
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Re: Prelude, pt. II: World 11 Changelog

Postby overtyped » Thu Jan 31, 2019 4:14 am

jordancoles wrote:
overtyped wrote:No, this just leads people to not go out with their mains, and use alts to gather. Nothing changes except reduced freedom for the player.

That's already the case

overtyped wrote:Bad idea, bad you.

Salt

Not for me, i don't use alts.
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