a little look at roads

Thoughts on the further development of Haven & Hearth? Feel free to opine!

a little look at roads

Postby viznew » Fri Aug 11, 2017 3:59 pm

i have been twisting my brain trying to think of new road ideas (cause i can't stress enough how much i hate current road system now after ko added) and so far i have failed in anything id be willing to post in full detail

but i have thought if roads used auth id hate them less (thou its the instant teleport thing that truely bothers me) i wish i had to travel manually more now i dont wanna run across whole world but a bit more tavel involved whould be cool imo

something like a kingdome road that insta teles but basic roads need to be walked would be cool
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Re: a little look at roads

Postby ydex » Fri Aug 11, 2017 5:25 pm

more and cheaper insta teleport makes the game better for me, so I don't like this idea at all.

in fact I'd say make roads less tedious to build. Maybe just make it so you like place one road pole and then take a sign from that pole and attatch it to another and those two would be connected for travel.
that would also make the world less cluttered with road signs and make the world prettier.
thx in advance.
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Re: a little look at roads

Postby Thedrah » Fri Aug 11, 2017 7:22 pm

i think we need bridges before we can have better roads

but take away the instant travel from roadsigns and have milestones can only start on a village claim that has a small drain would be possible

so then instant travel between villages but only one way into the wilderness
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Re: a little look at roads

Postby Potjeh » Fri Aug 11, 2017 9:03 pm

Roads should require flattening and pavement, but it should be possible to teleport from any point on a road to any other point on the same road, as long as you have the whole route mapped.
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Re: a little look at roads

Postby boreial » Fri Aug 11, 2017 10:55 pm

add travel weariness to ALL types of porting travel, (hearthing, Travel along..., portico, charter stone) based on distance. and sorry Jorb, but Charisma??? being the determining stat???? Str,Con,Will,Surv any or all of these make much more sense
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Re: a little look at roads

Postby viznew » Sat Aug 12, 2017 2:24 am

Thedrah wrote:i think we need bridges before we can have better roads

but take away the instant travel from roadsigns and have milestones can only start on a village claim that has a small drain would be possible

so then instant travel between villages but only one way into the wilderness


i def dont think road are terriable and can wait , but we need bridges for sure XD

but i love your ideas here
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Re: a little look at roads

Postby Granger » Sat Aug 12, 2017 11:17 am

While I dislike teleportation for it being a perfectly safe (because being uninterruptable) way of quick-traveling I also like that it cuts the time that would otherwise be needed to walk between locations.

What I would like to see is, instead of teleportation, a really fast travel speed through the world - but as a good part of stuff hearthlings do involves getting from A to B and back this would lead to a massive increase in bandwidth for the server as all the areas that currently get skipped by teleportation would need to be delivered to the clients.

What I really hate though is that it currently is possible to build road signs (be it wooden or stone ones) in the path of an older road, enabling effortless griefing of it by simply claiming the endpoint of the new one. Also the 'travel' option still has the bug that seems to ignore stones of the road being traveled on, so it's still possible to set them up that they can't be followed without constantly blocking at the stones while 'travel' works on them end-to-end.
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Re: a little look at roads

Postby Thedrah » Mon Aug 14, 2017 12:15 am

would be nice to be able to follow a trail while using a wagon too

and as for the griefing, i doubt loftar/jorb will change much there. but i would think if the milestone gave a buff to add onto the trail, that should work to the extent you keep the milestones safe on both sides
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Re: a little look at roads

Postby Attas » Mon Aug 14, 2017 1:28 am

Ok so I have this weird idea that might work:

Make it so that roads are actual roads, paved or dirt ones, giving a huge speed bonus to the ones walking on them. That way it would still be possible to cross a big distance in a few minutes, referably faster than boats.

1) Dirt roads: everytime someone who is on speed-3 on forests (or speed-4 on grasslands), there's a small chance that the tile will become a dirt tile. Whenever someone walks on this tile, it will give a temporary boost to the person's speed. That way, if a same path is made on fast speed, eventually it will become a dirt road.

2) Stone roads: dirt roads can be paved and give a bigger speed boost. Also they will never be taken over by nature, differently from dirt tiles.

Current animal trails could work as dirt roads.

This system makes it impossible to travel over rivers without bridges or shallow waters, which is very realistic.

That way roads can be used by anyone passing by one of them and allows people to leave any time they want.
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Re: a little look at roads

Postby viznew » Thu Aug 17, 2017 11:41 pm

i like the idea, player made paths (can aid investigations and scouting, viznew holmes.... dr. viznew sherlock holmes -imitates a pipe smoking action-) and real built roads

charters can still be use for insta travel (turn down charisma required but not a ton) but i dont think milestones and roadsigns going anywhere but mabye can still use to guides along road
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