Let us describe charter locations

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Let us describe charter locations

Postby jordancoles » Mon Sep 04, 2017 7:33 am

Either in person or on a piece of parchments

If the person has never been to the charterstone themselves, you could make the first port require double the CHA requirement to make the jump
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Re: Let us describe charter locations

Postby DaniAngione » Mon Sep 04, 2017 8:44 am

+1

I entirely support this.
I once suggested this (but as part of a slightly more complex idea overall, the "Cartography Skill") but I would also be satisfied with a simpler solution, yes.

I'd only add one thing: Perhaps, instead of making the CHA requirement be double for the first jump (which could be very umcofortable for more distant destinations), the "maps" (parchments with a Charter) could require study just like combat explanations.

Studying a map could perhaps not use any LP or Exp, but would take longer (and use more mental weight) the more distant the Charter Stone is from your HF when you place it in your study. (Using the HF as reference would be a good way to prevent value fluctuation if you travel around a bit before studying the map.)
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Re: Let us describe charter locations

Postby Granger » Mon Sep 04, 2017 1:30 pm

Legacy crossroads reloaded, I dislike this.
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Re: Let us describe charter locations

Postby jordancoles » Mon Sep 04, 2017 8:29 pm

Granger wrote:Legacy crossroads reloaded, I dislike this.

1 crossroad per vilage claim is very different from hudreds on crs on the same claim imo
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Let us describe charter locations

Postby ydex » Mon Sep 04, 2017 9:04 pm

Yes, easier travel = more travel = easier interactions = more interactions = more fun in a MMO.

MMO without player interactions take away alot of what's fun with them, imho, and with this low playerbase that is what I tend to experience. But then again I do miss the old CR system. So what do I know :P
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Re: Let us describe charter locations

Postby Granger » Mon Sep 04, 2017 10:06 pm

I have no problem with the idea of easier travel, just with the issue of being able to teleport between perfectly safe places.

Roads are better in that regard as they can be blocked by a band of bandits (not that it actually happens, usually it's just a stray anthill or some dickheads building another road while not caring for the existing ones). Nevertheless, teleportation imho sucks from a suspension of disbelief perspective.
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Re: Let us describe charter locations

Postby jordancoles » Tue Sep 05, 2017 9:52 am

Granger wrote:Roads are better in that regard as they can be blocked by a band of bandits or a randomly spawning anthill.


FTFY
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Let us describe charter locations

Postby Granger » Tue Sep 05, 2017 10:43 am

jordancoles wrote:
Granger wrote:Roads are better in that regard as they can be blocked by a band of bandits or a randomly spawning anthill.

FTFY
I agree that anthills being able to block roads is a superfluous middle-finger by the devs toward the users and should be removed.

jordancoles wrote:
Granger wrote:Legacy crossroads reloaded, I dislike this.

1 crossroad per vilage claim is very different from hudreds on crs on the same claim imo

As a charter/portal functions as a jumping point toward all targets known to the character the legacy crossroads farm is just shrunk into one object.

I don't argue against roads needing an upgrade so they function identical (and correctly) for both modes of traversing them, meaning that travel should be able to traverse through open gates and apply visitor debuff (and whatnot like leaving scents in case of enabled criminal acts) to the exact same outcome as if the character would follow the path to the point where he ends up (either being blocked by an object, at the end milestone or at the border of a claim that can't be trespassed).

Preferably roads should be tied into mapping and allow free travel from any starting milestone/sign to any sign connected by them (preferably with the ability to mark certain stones as POI to easier find it on the map) provided the target area has been explored.

I'm just against teleport between different wall insides, uninterruptible by anyone on the outside.
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Re: Let us describe charter locations

Postby jordancoles » Tue Sep 05, 2017 11:04 am

jordancoles wrote:1 crossroad per vilage claim is very different from hudreds on crs on the same claim imo

Wow my phone really dropped the ball on this post
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Let us describe charter locations

Postby Redkat » Tue Sep 05, 2017 11:21 am

I totally support this.

Sorry granger but as it is I never go anywhere via charterstone. Last world I went between the same 2 close settlements a few times and that's that. I dont travel to learn a charterstone and i've seen that charterstones that have been redone or lost authority and then back up again so one have to revisit again.

Maybe if this happens I can finally visit Dani :)
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