Best practices for knarrs

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Best practices for knarrs

Postby NeoBasilisk » Sun May 05, 2019 1:43 am

I last owned a knarr for about a week in world 9 before the world ended, so I am wondering what is the current advice around owning them.

Keys
You can install a lock on a knarr. What does this do? Does it prevent people from opening the cargo, or does it only prevent people from moving it? Does it matter whether you make a slave key or a master key? I have also heard that common practice is to drop your key in the water if you are attacked. Depending on whether you can still move the knarr afterwards, doesn't this put you at a high risk of drowning after a KO?

Docks
I've never built a dock. Is there anything not so obvious about it? Can knarrs only dock on a certain side of it or something like that? I think porting back adds to travel weariness? So you can't port back if your weariness is too high? Does quality matter? Can docks be destroyed by hand? Can knarrs, for that matter?
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Re: Best practices for knarrs

Postby Ardennesss » Sun May 05, 2019 1:45 am

NeoBasilisk wrote:I last owned a knarr for about a week in world 9 before the world ended, so I am wondering what is the current advice around owning them.

Keys
You can install a lock on a knarr. What does this do? Does it prevent people from opening the cargo, or does it only prevent people from moving it? Does it matter whether you make a slave key or a master key? I have also heard that common practice is to drop your key in the water if you are attacked. Depending on whether you can still move the knarr afterwards, doesn't this put you at a high risk of drowning after a KO?

Docks
I've never built a dock. Is there anything not so obvious about it? Can knarrs only dock on a certain side of it or something like that? I think porting back adds to travel weariness? So you can't port back if your weariness is too high? Does quality matter? Can docks be destroyed by hand? Can knarrs, for that matter?


Keys: Prevents them from driving it. No reason to use a master key. Some people use an alt as the driver and mount the knarr using a glass key so there's absolutely 0 risk of getting your knarr stolen.

Docks: Maxed weariness doesn't stop you from porting back, just puts you at 100% Quality doesn't matter, yes they can be destroyed by hand, knarrs cannot be destroyed by hand. Docking is merely a system side thing, there's no visual indicator you're docked - you just have a new option when you right click the knarr while driving it.
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Re: Best practices for knarrs

Postby Headchef » Sun May 05, 2019 1:49 am

Here's a quick tip to make Jorb hate you:


Imagine doing a quest far away and then you want to go back.
When back home you may want to do some other things, such as crossing small rivers with a horse.

Now the dirty 783% travel weariness this knarr is trying to give you, will prevent your future small little River hops.


To counter this, you just make a wilderness beacon, give the knarr key to an alt and just hearth home yourself for 1% travel weariness and let the alt port it to dock 8-)
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Re: Best practices for knarrs

Postby NeoBasilisk » Sun May 05, 2019 4:04 am

Ardennesss wrote:
NeoBasilisk wrote:I last owned a knarr for about a week in world 9 before the world ended, so I am wondering what is the current advice around owning them.

Keys
You can install a lock on a knarr. What does this do? Does it prevent people from opening the cargo, or does it only prevent people from moving it? Does it matter whether you make a slave key or a master key? I have also heard that common practice is to drop your key in the water if you are attacked. Depending on whether you can still move the knarr afterwards, doesn't this put you at a high risk of drowning after a KO?

Docks
I've never built a dock. Is there anything not so obvious about it? Can knarrs only dock on a certain side of it or something like that? I think porting back adds to travel weariness? So you can't port back if your weariness is too high? Does quality matter? Can docks be destroyed by hand? Can knarrs, for that matter?


Keys: Prevents them from driving it. No reason to use a master key. Some people use an alt as the driver and mount the knarr using a glass key so there's absolutely 0 risk of getting your knarr stolen.

Docks: Maxed weariness doesn't stop you from porting back, just puts you at 100% Quality doesn't matter, yes they can be destroyed by hand, knarrs cannot be destroyed by hand. Docking is merely a system side thing, there's no visual indicator you're docked - you just have a new option when you right click the knarr while driving it.

Interesting to hear that docks can be destroyed by hand, and there's really no way to prevent it, is there? For something relatively resource-intensive, is it a common issue among the factions with many enemies to see these getting destroyed frequenetly?
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Re: Best practices for knarrs

Postby kenny128 » Mon Apr 06, 2020 2:26 am

What if i have multiple Knarr Docks? Am i able to choose which one i teleport to? If say i have built my Knarr in a big enclosed water body say a lake, would I be able to move the Knarr out of it?
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Re: Best practices for knarrs

Postby FrankMcFuzz » Wed Apr 08, 2020 3:38 am

kenny128 wrote:What if i have multiple Knarr Docks? Am i able to choose which one i teleport to? If say i have built my Knarr in a big enclosed water body say a lake, would I be able to move the Knarr out of it?


Far as I know, you can link a knarr to a single dock but you can link multiple vehicles to the same dock (not sure, just seems implied)

There's no way to get your knarr out of that lake apart from a whirlpool.

Hermits should be building snekkjas anyway :3
Last edited by FrankMcFuzz on Wed Apr 08, 2020 4:59 am, edited 1 time in total.
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Re: Best practices for knarrs

Postby Ardennesss » Wed Apr 08, 2020 4:00 am

FrankMcFuzz wrote:
kenny128 wrote:What if i have multiple Knarr Docks? Am i able to choose which one i teleport to? If say i have built my Knarr in a big enclosed water body say a lake, would I be able to move the Knarr out of it?

There's no way to get your knarr out of that lake apart from a whirlpool.
False, you can build roads from the edge of the lake to another body of water and take it while in the knarr to get it out.
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Re: Best practices for knarrs

Postby Oddity » Thu Apr 09, 2020 5:46 am

Headchef wrote:Now the dirty 783% travel weariness this knarr is trying to give you, will prevent your future small little River hops.

You can exceed 100% TW?
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Best practices for knarrs

Postby Mario_Demorez » Thu Apr 09, 2020 6:11 am

Oddity wrote:
Headchef wrote:Now the dirty 783% travel weariness this knarr is trying to give you, will prevent your future small little River hops.

You can exceed 100% TW?

It maxes out at 100%
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Re: Best practices for knarrs

Postby kenny128 » Fri Apr 10, 2020 4:18 am

FrankMcFuzz wrote:Hermits should be building snekkjas anyway :3


I don't want my snekkja bashed tho :3

Ardennesss wrote:False, you can build roads from the edge of the lake to another body of water and take it while in the knarr to get it out.


wow thats a very neat trick
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