Removing tps didnt work

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Re: Removing tps didnt work

Postby DDDsDD999 » Wed Dec 16, 2015 8:11 pm

It's another thing that makes the game chore simulator rather than a game.
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Re: Removing tps didnt work

Postby ramones » Wed Dec 16, 2015 9:18 pm

Trading = Auction house = win win.
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Re: Removing tps didnt work

Postby jorb » Wed Dec 16, 2015 9:25 pm

I more or less agree, yes.

You walk 5 minutes to loftar's place in dev server with wagon and then you say that trading is fun.

No, I do not.
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Re: Removing tps didnt work

Postby _Gunnar » Wed Dec 16, 2015 9:46 pm

Wow, awesome.
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Re: Removing tps didnt work

Postby dafels » Sat Dec 19, 2015 7:29 pm

I wonder how would implementing the good features(hs spawning/tps/rivers(map gen) / combat(with little fixes) etc..) from old haven in the new haven would work out.
I think it would be really an upgraded version of haven, it would make this chore simulator more playable than it is now, would bring lots of old players back and more fun, but that's just me. :roll:
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Re: Removing tps didnt work

Postby spawningmink » Sat Dec 19, 2015 7:54 pm

bring back ports ty ty ty
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Re: Removing tps didnt work

Postby Potjeh » Sat Dec 19, 2015 7:56 pm

jorb wrote:I more or less agree, yes.

WTF? Roads work just fine.
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Re: Removing tps didnt work

Postby TeckXKnight » Sat Dec 19, 2015 8:10 pm

Potjeh wrote:
jorb wrote:I more or less agree, yes.

WTF? Roads work just fine.

While they do work fine these points aren't invalid. The current reality in-game is that it's too easy to disrupt long range travel and if anyone joins they have to endure a nightmarish hell walk to their friends. These are both inhibiting factors detrimenting roads that can be improved upon.
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Re: Removing tps didnt work

Postby shubla » Sat Dec 19, 2015 8:18 pm

Potjeh wrote:
jorb wrote:I more or less agree, yes.

WTF? Roads work just fine.

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Re: Removing tps didnt work

Postby Potjeh » Sat Dec 19, 2015 8:22 pm

TeckXKnight wrote:
Potjeh wrote:
jorb wrote:I more or less agree, yes.

WTF? Roads work just fine.

While they do work fine these points aren't invalid. The current reality in-game is that it's too easy to disrupt long range travel and if anyone joins they have to endure a nightmarish hell walk to their friends. These are both inhibiting factors detrimenting roads that can be improved upon.

I disagree with the first, and the second has nothing to do with roads but rather the terrible spawn mechanics (I thought there was a reason Brodgar was abolished in world 3).
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