Speculation & Suggestion RE: Knarrs

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

Re: Speculation & Suggestion RE: Knarrs

Postby Granger » Sun Feb 03, 2019 10:59 pm

When you disable it for knarrs but not for hearting then you'll see alts with tsacks, robes, lifting a cupboard and having leashed a heard of cows + packracks - having another group of alts awaiting them, with the fires where the first group just started from, to return the sacks, robes, cupboards and animals... and quite possibly teleporting other goods back.

While they would have to travel the leg once then to redo that trick, they won't have any loot at all on that trip.
Making piracy completely pointless.

q.e.d.: Teleportation sucks.
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Re: Speculation & Suggestion RE: Knarrs

Postby loftar » Sun Feb 03, 2019 11:09 pm

Granger wrote:When you disable it for knarrs but not for hearting then you'll see alts with tsacks, robes, lifting a cupboard and having leashed a heard of cows + packracks

True enough.
Granger wrote:q.e.d.: Teleportation sucks.

It really does suck, but I also think it's fair to say that a total lack of teleportation also sucks; even the restrictions we placed on it in Salem were arguably a step too far IMO. It's a tricky dilemma for sure.
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Re: Speculation & Suggestion RE: Knarrs

Postby Granger » Mon Feb 04, 2019 12:23 am

loftar wrote:
Granger wrote:q.e.d.: Teleportation sucks.

It really does suck, but I also think it's fair to say that a total lack of teleportation also sucks; even the restrictions we placed on it in Salem were arguably a step too far IMO. It's a tricky dilemma for sure.

I agree.

Though being able to port with carts (and bigger stuff) massively speeds up gathering tings, IMHO too much compared to how long most other things (bound with timers) take.
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Re: Speculation & Suggestion RE: Knarrs

Postby MagicManICT » Mon Feb 04, 2019 6:11 am

Movement as a whole needs to be looked at. You can't just remove teleportation. You have to compensate for it by other means because the game does get extremely tedious and a walking simulator otherwise.
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Re: Speculation & Suggestion RE: Knarrs

Postby Sevenless » Mon Feb 04, 2019 8:38 am

Significant restrictions on teleportation makes the game a whole lot less fun for sure. There was also that giant haven world that had huge teleport restrictions iirc and I don't remember enjoying that either.
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Re: Speculation & Suggestion RE: Knarrs

Postby Lunarius_Haberdash » Mon Feb 04, 2019 8:58 am

loftar wrote:
MagicManICT wrote:Point is to use the teleport with the goods so you're less likely to get waylaid and robbed and/or killed.

That's an interesting enough point, I guess.That being said, it's also true that I can only realistically do that ocean check on charterstones since their positions are static, so I don't think it's realistic to do so with knarrs, whether I want to or not. It would of course suck a bit to diminish the benefits of piracy, however. Not sure what to think. Disable teleporting with loaded knarrs, perhaps?


I already suggested exactly this. As well as removing the ability to travel in a Knarr with something held over your head (To prevent cupboard alting as suggested by Granger)

You got plenty of cargo space.

Frankly, I think hearthing over oceans should do the same thing.

I will add that part of my objection to Knarr's teleporting home has ALWAYS been this. No piracy. All you have to do to avoid being pirated if they can teleport is send people with an empty Knarr going both directions. The seller goes to the buyer, the buyer to the seller. The buyer loads up with the goods he bought at the sellers port, the seller loads up with the goods being sold at the buyers port... Both hearth home.

The only way around this is to allow ''porting' home to be done disallowed with a loaded knarr. AND to prevent the lifting of goods while in a Knarr. Otherwise... Exploits.

ALSO - IF you add this fix, allow the seller to 'Lock' the Knarr while underway so people can't randomly load goods into the Knarr to prevent it from porting home. It must be lockable/unlockable so the 'Captain' can determine whether or not he's taking aboard goods.
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Re: Speculation & Suggestion RE: Knarrs

Postby Vigilance » Mon Feb 04, 2019 11:35 am

i feel like almost all of the people that make suggestions against teleporting with knarrs because they want people to be able to get waylaid and beat up in the ocean have literally never played the game as a raider and do not understand that no human being wants to aimlessly boat around the ocean waiting for other boaters to try to mug. the only time that strategy is ever viable is right now in the world where we've got 4 digits of players in decent hours

also knarr vs knarr combat is terrible, boat "CHASES" are boring, and in general this content is a colossal waste of time beyond a fantasy and a cool concept.
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Re: Speculation & Suggestion RE: Knarrs

Postby MagicManICT » Mon Feb 04, 2019 12:21 pm

Vigilance wrote:i feel like almost all of the people that make suggestions against teleporting with knarrs because they want people to be able to get waylaid and beat up in the ocean have literally never played the game as a raider and do not understand that no human being wants to aimlessly boat around the ocean waiting for other boaters to try to mug. the only time that strategy is ever viable is right now in the world where we've got 4 digits of players in decent hours

I get more interactions here in the ranodm wilderness than I have in lowsec EVE sometimes. Not often, but it's been known to happen. At least here, it's not shoot on sight.

Vigilance wrote:also knarr vs knarr combat is terrible, boat "CHASES" are boring, and in general this content is a colossal waste of time beyond a fantasy and a cool concept.

I won't disagree because I have no basis for it. I've avoided knarrs so far because there hasn't been a need. Now... Hard to say. And yeah, boat chases are boring. There's little way to end them short of someone being stupid due to the movement speed. usually it's someone's misclick. They make horrible videos, horrible streams, and horrible gameplay.

Otherwise, I'd love to see some balanced boat fighting and a means for piracy on the open waters once the game supports it properly.

Lunarius_Haberdash wrote:ALSO - IF you add this fix, allow the seller to 'Lock' the Knarr while underway so people can't randomly load goods into the Knarr to prevent it from porting home. It must be lockable/unlockable so the 'Captain' can determine whether or not he's taking aboard goods.

I do like that in YPP: the captain decides who and what comes aboard.
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Re: Speculation & Suggestion RE: Knarrs

Postby Vigilance » Mon Feb 04, 2019 12:34 pm

MagicManICT wrote:
Vigilance wrote:i feel like almost all of the people that make suggestions against teleporting with knarrs because they want people to be able to get waylaid and beat up in the ocean have literally never played the game as a raider and do not understand that no human being wants to aimlessly boat around the ocean waiting for other boaters to try to mug. the only time that strategy is ever viable is right now in the world where we've got 4 digits of players in decent hours

I get more interactions here in the ranodm wilderness than I have in lowsec EVE sometimes. Not often, but it's been known to happen. At least here, it's not shoot on sight.

You mean early world when the population is nuts, right? or in high population areas?

I'm thinking in 3 months when the majority of the players get bored. It's gonna be ghost seas.
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Re: Speculation & Suggestion RE: Knarrs

Postby Avu » Mon Feb 04, 2019 1:23 pm

Vigilance wrote:
MagicManICT wrote:
Vigilance wrote:i feel like almost all of the people that make suggestions against teleporting with knarrs because they want people to be able to get waylaid and beat up in the ocean have literally never played the game as a raider and do not understand that no human being wants to aimlessly boat around the ocean waiting for other boaters to try to mug. the only time that strategy is ever viable is right now in the world where we've got 4 digits of players in decent hours

I get more interactions here in the ranodm wilderness than I have in lowsec EVE sometimes. Not often, but it's been known to happen. At least here, it's not shoot on sight.

You mean early world when the population is nuts, right? or in high population areas?

I'm thinking in 3 months when the majority of the players get bored. It's gonna be ghost seas.


And not the fun kind of sea ghosts.
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