New Credo: Sailor

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

Re: New Credo: Sailor

Postby Mr_Bober » Fri Mar 01, 2019 3:56 am

_Gunnar wrote:Surely one of the rewards should be boats you're piloting getting damaged less by ocean travel?


I don't know how I didn't think about this! This alone could make the credo a lot more interesting
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Re: New Credo: Sailor

Postby Sevenless » Fri Mar 01, 2019 4:24 am

Why should this credo have anything to do with riverboats?

Should be 100% ocean related.
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Re: New Credo: Sailor

Postby Riou1231 » Fri Mar 01, 2019 5:14 am

Sevenless wrote:Why should this credo have anything to do with riverboats?

Should be 100% ocean related.


I do agree that being ocean-themed fits something called Sailor a lot more, so get rid of stuff that's unrelated to ocean sailing like coracles and rowboats.

Instead you could maybe have buffs like taking decreased damage from traversing deep ocean when in a knarr, though I haven't really experienced how much damage knarrs can take when going through deep ocean, so it may just end up being a trivial reward.

Though I do think that the ocean doesn't have much in the way of content right now to justify a Sailor credo without making the rewards generic. All we have are some new fish types, jellyfish, and whales. We already get buffs to ocean fishing from Fisherman credo, then buff to whale quality through the Strider credo.
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Re: New Credo: Sailor

Postby Embers » Fri Mar 01, 2019 7:03 am

While I admire the idea, and wish for it giving a new ship design for finishing a credo, I just don't find Sailor a distinctive enough profession
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Re: New Credo: Sailor

Postby GamingRAM » Fri Mar 01, 2019 7:23 am

Given the nuisance that is the Nomad Credo with an even BIGGER world than the last, I'd say they should be combined.
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Re: New Credo: Sailor

Postby Agame » Fri Mar 01, 2019 8:35 am

Riou1231 wrote:
Sevenless wrote:Why should this credo have anything to do with riverboats?

Should be 100% ocean related.


I do agree that being ocean-themed fits something called Sailor a lot more, so get rid of stuff that's unrelated to ocean sailing like coracles and rowboats.

Instead you could maybe have buffs like taking decreased damage from traversing deep ocean when in a knarr, though I haven't really experienced how much damage knarrs can take when going through deep ocean, so it may just end up being a trivial reward.


All ships, even knarrs, taking damage is another QoL new addition. Ty, J&L! We missed it!
Now, really, who in the real history would have built and used ships that took damage from one-trip sailing? Only here, in this game, it is possible.
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Re: New Credo: Sailor

Postby Hrenli » Fri Mar 01, 2019 11:52 am

Agame wrote:Now, really, who in the real history would have built and used ships that took damage from one-trip sailing? Only here, in this game, it is possible.


So are you saying that IRL naval vessels take absolutely no damage during sea voyage?
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Re: New Credo: Sailor

Postby Agame » Fri Mar 01, 2019 12:17 pm

I say through trial and error people get to build ships that while requiring maintenance just like anything else, are safe to use on that particular type of water. Knarrs were made for and worked on the Atlantic. And Atlantic is the ocean with the harshest storms, as far as I heard from others. That does not mean Knarrs were eternal. It means they usually lasted about as long as human lifes, a few decades of seafaring each, unless destroyed by people.

Something that gets 25% in minutes and can not last a full hour in the environment it was designed for is just laughable and not a solution. Since this game does not allow us to improve on the knarrs until we get the solution, it could at least say that Knarrs are the solution. Or anything else, a new ship, maybe. But it has to have a solution for crossing the seas that lasts as long as the life of characters lasts.

Just think what else should perish and decay and how fast if we accept that what lasted decades in real past now it can be allowed in this game to last less than one hour, in the circumstances it was built for. Drying frames? Barrels? Wagons? Housing? Walls? Beds? Trellises? Domesticated horses? Well, use your imagination to add more.
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Re: New Credo: Sailor

Postby Mr_Bober » Fri Mar 01, 2019 2:39 pm

You're going off topic guys. If you wanna criticise the ocean damage, make a new thread about it.

Back to the sailor credo. I still believe rowboats should be involved. I agree coracles and dugouts are more of a fresh water option, but rowboats aren't. In selected spots you can even travel from a continent to another with a rowboat; it's risky but doable.

Embers wrote:While I admire the idea, and wish for it giving a new ship design for finishing a credo, I just don't find Sailor a distinctive enough profession


From what I've seen both in game and on the forum, there are enough people interested in making sea trade become a larger thing. Without trails that can take you to the other side of the world, people will actually have to sail to get where they need to (sure, charterstones... like that's a thing everyone has). That would make the sailor credo pertinent, and an actual interesting choice.
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Re: New Credo: Sailor

Postby Hrenli » Fri Mar 01, 2019 2:53 pm

Mr_Bober wrote:From what I've seen both in game and on the forum, there are enough people interested in making sea trade become a larger thing. Without trails that can take you to the other side of the world, people will actually have to sail to get where they need to (sure, charterstones... like that's a thing everyone has). That would make the sailor credo pertinent, and an actual interesting choice.


Then make the benefits suit exactly this playstyle. I.e. benefit the transportation of goods. Dunno, maybe give the ability to transport livestock (though I'd like it to be a common thing not hidden behind a credo). Anything else (any speed buffs) would turn it into combat evasion or grind quests credo instead. So, maybe not a sailor but a sea trader credo?
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