Was the Knarr such a good idea...?

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

Re: Was the Knarr such a good idea...?

Postby Drakemoore » Wed Apr 13, 2016 5:29 pm

I definitely think the Knarr should stay, but we have to have a way to secure it.
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Re: Was the Knarr such a good idea...?

Postby dragonfire » Wed Apr 13, 2016 5:37 pm

A good way to prevent knarrs from being stolen could be the abbility to build some kind of palisades in shallow waters. Like some kind of fortification. Make it very expensive, and make it have a maximum number of buildable wall sections into water, like 8-10; to prevent people from claiming whole lakes.
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Re: Was the Knarr such a good idea...?

Postby Glorthan » Wed Apr 13, 2016 5:55 pm

dragonfire wrote:A good way to prevent knarrs from being stolen could be the abbility to build some kind of palisades in shallow waters. Like some kind of fortification. Make it very expensive, and make it have a maximum number of buildable wall sections into water, like 8-10; to prevent people from claiming whole lakes.

Sadly that would probably be used to block fords (very important for horses and even moreso for wagons).
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Re: Was the Knarr such a good idea...?

Postby GenghisKhan44 » Wed Apr 13, 2016 7:57 pm

Drakemoore wrote:I definitely think the Knarr should stay, but we have to have a way to secure it.

That's the problem; the devs and the community agree that most of the ways as yet suggested would block up rivers.

So this is really a plea to jorbtar: either would you both put into action SOMETHING to secure them, however much work it takes - or at least let us know when you've decided on something - otherwise, why have it?

Burinn wrote:I said this in another thread but a large portion of my gameplay revolve around stealing Knarr's and boats from unsuspecting Hearthlanders. I often call myself, appropriately, the boat bandit. I pray the devs do not remove the Knarr from the game as it adds much to the game in its current state.


All fun for you, no fun for the rest of us. That's no good. Just as the current siege mechanics are all good for defenders like yours truly, but rot for siegers.

Game mechanics demand at least some sense of balance. From what I can tell, that is presently lacking in knarrs.
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Re: Was the Knarr such a good idea...?

Postby Drakemoore » Wed Apr 13, 2016 8:01 pm

GenghisKhan44 wrote:
Drakemoore wrote:I definitely think the Knarr should stay, but we have to have a way to secure it.

That's the problem; the devs and the community agree that most of the ways as yet suggested would block up rivers.

So this is really a plea to jorbtar: either would you both put into action SOMETHING to secure them, however much work it takes - or at least let us know when you've decided on something - otherwise, why have it?

Burinn wrote:I said this in another thread but a large portion of my gameplay revolve around stealing Knarr's and boats from unsuspecting Hearthlanders. I often call myself, appropriately, the boat bandit. I pray the devs do not remove the Knarr from the game as it adds much to the game in its current state.


All fun for you, no fun for the rest of us. That's no good. Just as the current siege mechanics are all good for defenders like yours truly, but rot for siegers.

Game mechanics demand at least some sense of balance. From what I can tell, that is presently lacking in knarrs.


Okay. A thought, What if we had a larger cart that could be pulled by a bull, you could right click on the cart, and right click on the knarr if the knarr is empty, and the knarr would be loaded into the cart you could then slowly haul it into your palisade. To unload it you could right click on the cart and then click on a water tile that was nearby the cart. Just a thought, it seems kind of weird that we'd have to do that but it would solve all of those blocking problems.
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Re: Was the Knarr such a good idea...?

Postby ven » Wed Apr 13, 2016 10:31 pm

GenghisKhan44 wrote:That's the problem; the devs and the community agree that most of the ways as yet suggested would block up rivers.

I don't think that's a problem at all since that's what people already do with walls. But, assuming it is, do you really think people would be so diligent as to build ships left and right to the point that it becomes a problem for river crossing? And couldn't that be solved by making ships unable to cross shallows (thus allowing boats to go through), or by giving them a ramming feature to push other ships away?
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Re: Was the Knarr such a good idea...?

Postby GenghisKhan44 » Wed Apr 13, 2016 11:16 pm

ven wrote:
GenghisKhan44 wrote:That's the problem; the devs and the community agree that most of the ways as yet suggested would block up rivers.

I don't think that's a problem at all since that's what people already do with walls. But, assuming it is, do you really think people would be so diligent as to build ships left and right to the point that it becomes a problem for river crossing? And couldn't that be solved by making ships unable to cross shallows (thus allowing boats to go through), or by giving them a ramming feature to push other ships away?


Now that you mention it, boat combat would be pretty interesting to see. ¦]

But my main concern is that, whatever they agree upon, Jorb and Loftar do SOMETHING. Knarrs are just not worth building right now.
"...the dungeon and shackles are already at my threshold to show me here and now my eternal disgrace. Only you can work the miracle to make life possible for a soul so imperiled by doubt, O Atoner for all, exalted beyond saying." - St. Gregory of Narek, Book of Lamentations, Prayer 1.

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Re: Was the Knarr such a good idea...?

Postby Glorthan » Thu Apr 14, 2016 5:56 am

Drakemoore wrote:Okay. A thought, What if we had a larger cart that could be pulled by a bull, you could right click on the cart, and right click on the knarr if the knarr is empty, and the knarr would be loaded into the cart you could then slowly haul it into your palisade. To unload it you could right click on the cart and then click on a water tile that was nearby the cart. Just a thought, it seems kind of weird that we'd have to do that but it would solve all of those blocking problems.

It seems the obvious solution to the issue, but it is ugly and doesn't make much sense, historically. It would be a good bandaid fix, at least, even if it was unavailable in w10 :p.

With regards to not being able to cross shallow water, not useful. There are many fords that would greatly restrict knarr travel ability, and additionally many rivers that have no shallow water on the edges which would remain blockable. Not to mention any knarrs in shallow water at the time of the patch would be fucked ;).

The knarr update kind of reminds me of the story of my father's tractor and trailer when he was a child. He has a birthday mid december, and a few older brothers that got him a tractor and a trailer for his christmas/birthday present when he was younger. Of course, being older brothers, they gave him the trailer for his birthday, and he had to wait over a week to be able to use it with the tractor which they gave him at christmas, being rather useless on its own. :lol:
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Re: Was the Knarr such a good idea...?

Postby Drakemoore » Thu Apr 14, 2016 2:26 pm

Glorthan wrote:
Drakemoore wrote:Okay. A thought, What if we had a larger cart that could be pulled by a bull, you could right click on the cart, and right click on the knarr if the knarr is empty, and the knarr would be loaded into the cart you could then slowly haul it into your palisade. To unload it you could right click on the cart and then click on a water tile that was nearby the cart. Just a thought, it seems kind of weird that we'd have to do that but it would solve all of those blocking problems.

It seems the obvious solution to the issue, but it is ugly and doesn't make much sense, historically. It would be a good bandaid fix, at least, even if it was unavailable in w10 :p.

With regards to not being able to cross shallow water, not useful. There are many fords that would greatly restrict knarr travel ability, and additionally many rivers that have no shallow water on the edges which would remain blockable. Not to mention any knarrs in shallow water at the time of the patch would be fucked ;).

The knarr update kind of reminds me of the story of my father's tractor and trailer when he was a child. He has a birthday mid december, and a few older brothers that got him a tractor and a trailer for his christmas/birthday present when he was younger. Of course, being older brothers, they gave him the trailer for his birthday, and he had to wait over a week to be able to use it with the tractor which they gave him at christmas, being rather useless on its own. :lol:



The only fix that I can think of to the shallow water issue would be to make it so that its not a problem, as in, modify the world generator so that we not only have a bigger world but land masses are scaled up and so are rivers and lakes, aka more water. But yeah, being able to pull the Knarr onto land with a cart is the only other fix that I can think of besides making a hitching post specifically for vehicles that can be locked, and everyone else said that was a bad idea.
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Re: Was the Knarr such a good idea...?

Postby Blaquetooth » Thu Apr 14, 2016 2:50 pm

Knarrs are fine the way they are imho. They are expensive and worth every tarstick. The risk versus reward are pretty well balanced. One of the most entertaining chain of events I have heard of this world started with the stealing of a Knarr.

I think the only acceptable mooring would not prevent it from being stolen, but would make it riskier for the thief. Perhaps a dock that must be covered by a claim, village or personal, with a couple of anchors per knarr. It would either require two people to free, or a debuff to criminal acts. I don't know...just a thought.
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