Nomad credo is too harsh on npc travel time requirements

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

Re: Nomad credo is too harsh on npc travel time requirements

Postby Zachary09 » Sat Sep 09, 2017 3:21 pm

Right. After all it's what the name implies.

For now I'll just skip all traveling-requireant quests and see where that leads me...
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Potjeh » Sun Sep 10, 2017 4:11 pm

If you think Nomad is hard, try Mystic with it's experience quests. The point is that some credos are supposed to be harder to obtain.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby iamahh » Sun Sep 10, 2017 5:35 pm

this credo will be gud when devs remove easy travel... roads are polluting the world, making it smaller, and making localized resources trivial... roads could be higher speed venues for animals and vehicles, costly to build and maintain with LP or XP, some kind of decay involved and attractive for gankers...
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Ants » Mon Sep 11, 2017 8:03 am

I'm someone who loves wandering around and foraging, but I agree completely with Zachary. Walking to nowhere for HOURS is extremely boring and having to do that repeatedly seems downright hellish. This game eats enough time as it is.
Headchef wrote:How do you even travel 3 hours on current map, you go everywhere on foot or what

Not everyone knows how to find their way around the world using roads. New players in particular would have trouble with that, as would hermits who don't bother keeping up with in game politics.

Enjoyment wrote:12 quest of ''harvest 30-90 hops/peas/pipeweed'' in Farming, 9 questst of ''study silken ribbon'' in Tailor, 8 quests of ''pick glimmermoss'' in Forager, and u complain about... travelling? U must be kiddin'

At least the other quests involve doing something beyond mindlessly clicking on the map over and over. I generally don't mind grinding, but spending days looking for trees is a new level of boring.

Edit: actually, I guess this credo might be alright as an end game thing. I think super long travels should be reserved for the last part of the credo, though.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby ven » Mon Sep 11, 2017 4:14 pm

Ants wrote:I'm someone who loves wandering around and foraging, but I agree completely with Zachary. Walking to nowhere for HOURS is extremely boring and having to do that repeatedly seems downright hellish.

That is literally what being a nomad means though.

Maybe nomads should have better qualitative benefits like faster walking speed or slower stamina drain (although the inventory thing is already extremely useful), but I don't think nerfing challenges is the way to go.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Ants » Tue Sep 12, 2017 12:04 am

Wouldn't it be possible to use a bot to make your character travel to the tree? If so, I could imagine a lot of large factions just botting their way through this credo because finding the trees on your own is too tedious.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Granger » Tue Sep 12, 2017 9:48 am

Ants wrote:Wouldn't it be possible to use a bot to make your character travel to the tree? If so, I could imagine a lot of large factions just botting their way through this credo because finding the trees on your own is too tedious.

In case you don't care about messing up your hunger (so it could eat foreaged stuff on the way) it wouldn't be that big of a problem.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby blank » Wed Sep 13, 2017 3:50 pm

loftar wrote:If you don't like journeying, maybe you shouldn't try to be a nomad? :)



nomad
noun
1.
a member of a people or tribe that has no permanent abode but moves about from place to place, usually seasonally and often following a traditional route or circuit according to the state of the pasturage or food supply.
2.
any wanderer; itinerant.
adjective
3.
nomadic.

;)

yes what he said
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Re: Nomad credo is too harsh on npc travel time requirements

Postby AntiBlitz » Wed Oct 18, 2017 6:43 pm

not so much that im complaining as im just putting it out there. The quest provided was to go find "Bileric". Let me tell you, he is on the other side of the world, took me about 4 hours roughly to get to it. Kind of absurd. I began my quest at roughly 55, -60 and ended finding Treeman Bileric at -96, -98. Idk if others consider it excessive, but if i continue getting those quests, this is going to be a painful credo. Id rather had taken the "timegate" quests just so that i could continue doing other things that were actually fun, but instead i just burned myself out riding a horse endlessly for hours.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby SacreDoom » Wed Oct 18, 2017 7:09 pm

For me it's moreso that you end up encountering riverways which force you to backtrack endlessly unless you use the oddimap. Foraging while completing it is only so much fun when there are no mechanics which support taking long treks to forage because your inventory is full in two seconds.
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