Roads decaying

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

Re: Roads decaying

Postby Attas » Thu Mar 02, 2017 9:48 pm

@NOOBY, it's very hard to grief the road as a whole, only individual mini-milestones. Even in that case the owner just have to destroy the thing blocking it or just safely continue their travel on the next mini-milestones. The main thing is, factions shouldn't have enemies willing to destroy the road in order to have it destroyed; there should be something that simulates nature claiming the road back. After all, personal claims and villages also suffer from this decay if there hasn't been a sign of life, so why not applying it to roads too?

Haven is a survival game, and I don't see how warping from one way to the other contributes to give it this survival feeling. Travelling far away without roads is indeed boring and it should be so in order to make people think whether they really need to get far away. As it is implemented right now, distance is an obstacle felt only by new players as the world is pratically globalized for the advanced ones. The concept of "far" and "close" in Haven, just like in today's real life, gets very blurry because distance is measured mostly in terms of travel time and not actual kilometers.
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Re: Roads decaying

Postby maze » Thu Mar 02, 2017 9:54 pm

Remove roads all together!
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Re: Roads decaying

Postby NOOBY93 » Thu Mar 02, 2017 9:56 pm

Attas wrote:@NOOBY, it's very hard to grief the road as a whole, only individual mini-milestones. Even in that case the owner just have to destroy the thing blocking it or just safely continue their travel on the next mini-milestones. The main thing is, factions shouldn't have enemies willing to destroy the road in order to have it destroyed; there should be something that simulates nature claiming the road back. After all, personal claims and villages also suffer from this decay if there hasn't been a sign of life, so why not applying it to roads too?

Haven is a survival game, and I don't see how warping from one way to the other contributes to give it this survival feeling. Travelling far away without roads is indeed boring and it should be so in order to make people think whether they really need to get far away. As it is implemented right now, distance is an obstacle felt only by new players as the world is pratically globalized for the advanced ones. The concept of "far" and "close" in Haven, just like in today's real life, gets very blurry because distance is measured mostly in terms of travel time and not actual kilometers.

Haven is not a "survival game". Not sure where you got this from. It's very easy to "survive" just by building a wall and staying inside of it, it's not a survival game, it's a multiplayer sandbox of a sort.

There's no reason to make travelling the world a mandatory part of gameplay if it's so boring to do. There's nothing good about having to move around the world in the game. Distance and exploration is a thing. When you build roads around the areas you've already explored (and hence moving around those areas is simply boring), you cut down on a lot of boringness uptime in the game. Roads are a good thing.

It's just as easy to grief a road as it is to build one. Simply build another one that waylays every single roadsign of the first one. If you put in the exact same effort it took to make a road, you can remove the road.

There shouldn't at all be something that simulates "nature claiming the road back", not only because that's just a shitty boring chore mechanic that makes you repair roads constantly, but because the game is all about persistent changes to the world.
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Re: Roads decaying

Postby pedorlee » Thu Mar 02, 2017 10:09 pm

NOOBY93 wrote:Crossroads were trash because there was no risk, it was literally a teleport - roads count as a "fast forward", where you can waylay the road and gank people porting on them, you can destroy the roads, etc.

Crossroads were imba, roads are nice. They can stay as they are.


Before roads even a guy like me without acces to bots was able to build several pallisades and villages and made teleports to them.
Now I still have no acces to advanced bots so I need to do all the tasks and making teleports around the map is is impossible.
So what we have now is a system where people with acces to bots can play the same game than before while they build roads to anywhere in the world.

My gameplay is worst than before and those who can play with one account and do the chores with alt ones have gotten better. And just for the sake of some ganks along one year.

New system is a shit for casuals and leggit players.
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Re: Roads decaying

Postby NOOBY93 » Thu Mar 02, 2017 10:12 pm

pedorlee wrote:
NOOBY93 wrote:Crossroads were trash because there was no risk, it was literally a teleport - roads count as a "fast forward", where you can waylay the road and gank people porting on them, you can destroy the roads, etc.

Crossroads were imba, roads are nice. They can stay as they are.


Before roads even a guy like me without acces to bots was able to build several pallisades and villages and made teleports to them.
Now I still have no acces to advanced bots so I need to do all the tasks and making teleports around the map is is impossible.
So what we have now is a system where people with acces to bots can play the same game than before while they build roads to anywhere in the world.

My gameplay is worst than before and those who can play with one account and do the chores with alt ones have gotten better. And just for the sake of some ganks along one year.

New system is a shit for casuals and leggit players.

What? lol

I love when people play victim in C&I with the "that feature is only good if you're a nolifer or botter!!!!". Nobody that I know of has a bot that builds roads, I personally play pretty casually and have myself built a solid amount of roads. What you're basically saying is the current road system is worse for you than the previous one because this one is too much work for you. Boo hoo, last one was imba teleportation with no way to stop it, this one has waylays, able to gank, needs work to be put in, etc.
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Re: Roads decaying

Postby MrPunchers » Thu Mar 02, 2017 11:44 pm

Why tf would you want to nerf Crossroads? Build one yourself, it's alot of work and whoever puts the time into one deserves it. And anyway why don't you use the crossroads?
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Re: Roads decaying

Postby dafels » Fri Mar 03, 2017 12:48 am

fast travel system we have now is fine
roads are fine
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Re: Roads decaying

Postby Kirche » Fri Mar 03, 2017 1:03 am

they should remove claim protections from roads at least
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Re: Roads decaying

Postby NOOBY93 » Fri Mar 03, 2017 1:37 am

Kirche wrote:they should remove claim protections from roads at least

LOL no, people would just make hundreds of alts that just destroy roads in their free time

Roads are what someone put effort into and uses just like village infrastructure and it makes sense that it can be claimed without claiming the whole world, just like wagons should be a claimed thing
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Re: Roads decaying

Postby Headshot » Fri Mar 03, 2017 2:56 am

Roads are fine.
I was laughing hard about "road builder bot" because we got player, who build crs with his hands without any bots. He spend on this 80% of his playtime because he love to explore and build cr network.
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