Hearth Secret Returns and Travel Weariness

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

Re: Hearth Secret Returns and Travel Weariness

Postby Audiosmurf » Mon Feb 04, 2019 11:13 pm

They already tried to appease you people by limiting road travel and adding TW back to hearthing.

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Re: Hearth Secret Returns and Travel Weariness

Postby Lunarius_Haberdash » Mon Feb 04, 2019 11:52 pm

shubla wrote:Hearth is in name of the game. If you remove hearthing. The game should be renamed to "haven & long walks"


A countryside stroll to your Haven. Yes.
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Re: Hearth Secret Returns and Travel Weariness

Postby Granger » Tue Feb 05, 2019 12:05 am

There is a point to this discussion:

The hearth (TP to HF) mechanic is needed to get a character unstuck in case it manages to manouver itself into a situation it can't move out of.

I also agree with the idea that there should be a way to get your character (and the stuff on it) to safety, unless being in combat, quickly in case RL calls. On the other hand we shouldn't be able to use that endlessly, having oceans as a map barrier would be pointless in case you can teleport over them at your leisure.

The general issue is that we're all used to exploiting this to speed up what we're doing, the updates that added the ability to mass port leashed animals, carts, knarrs and whatnot made that worse.

As removing the ability to endlessly hearth would break plenty of bots (that rely on TP2HF() in their initialization to get to a known state/location, which could explain the hate some express here)... Regarding this I think: fuck them.
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Re: Hearth Secret Returns and Travel Weariness

Postby Sevenless » Tue Feb 05, 2019 12:19 am

We've tried this kind of thing, it was horribly unfun. It's very satisfying to go "adventure done, home time!" and be home. Walking back is never as good as adventuring out.
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Re: Hearth Secret Returns and Travel Weariness

Postby Lunarius_Haberdash » Tue Feb 05, 2019 12:48 am

Granger wrote:As removing the ability to endlessly hearth would break plenty of bots (that rely on TP2HF() in their initialization to get to a known state/location, which could explain the hate some express here)... Regarding this I think: fuck them.


Well said. You're right about the utility to get unstuck, and I see that argument being a sound one. I know that current Loftar has stated that the mechanic of Oceans being a barrier for Charter Stones cannot be applied to things that do not have a static location.
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Re: Hearth Secret Returns and Travel Weariness

Postby abt79 » Tue Feb 05, 2019 2:06 am

Even with the overwhelming proof otherwise, I still seriously doubt you've ever even played the game after a suggestion like this.

It's not just a matter of convenience. Hearth fires are literally a necessity for the game to function properly.
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Re: Hearth Secret Returns and Travel Weariness

Postby shubla » Tue Feb 05, 2019 2:07 am

Make a custom client which does not have button to hearth and see how many people want to use it to see how good the idea is.
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Re: Hearth Secret Returns and Travel Weariness

Postby Mafious » Tue Feb 05, 2019 4:08 am

You 3 mosquetards need to take a break you are so busy trying to fuck up ozzy and other autism boys that are losing sight of the big picture i dont want to walk back after every trip when i have limited play time i want to get shit done. When i want to explore i go do that but i don't want to be forced to. So unlimited hearthtravel from anywhere in the world with any % of TW. If you want self imposed limitations thats your problem i want to play and have fun.
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Re: Hearth Secret Returns and Travel Weariness

Postby Granger » Tue Feb 05, 2019 4:12 am

Use arguments in case you don't like suggestions of others, save the ad hominem for The Moot please.
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Re: Hearth Secret Returns and Travel Weariness

Postby Granger » Tue Feb 05, 2019 4:28 am

Lunarius_Haberdash wrote:
Granger wrote:As removing the ability to endlessly hearth would break plenty of bots (that rely on TP2HF() in their initialization to get to a known state/location, which could explain the hate some express here)... Regarding this I think: fuck them.


Well said. You're right about the utility to get unstuck, and I see that argument being a sound one. I know that current Loftar has stated that the mechanic of Oceans being a barrier for Charter Stones cannot be applied to things that do not have a static location.

There should be a technical solution to this.

Possibly something like boiling down the map to a lower resolution bitmap with all deep ocean at color 0 and the rest at color 1, x=1, pick one color 1 tile and flood fill it in color x, increment x and repeat till no color 1 tile is left. This would only be needed once as players are not able to terraform water.

Then one could compare the color of source and target tile, should these differ they would be on different continents.
Wouldn't do a straight line check, but could be enough to do the trick.
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