Crossroads - vote on the poll to make haven great again

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

Re: Crossroads

Postby azrid » Fri May 31, 2019 8:31 pm

Pretty sure they said they don't like removing content. No matter your opinion on travel it most likely wont happen.
The direction the game will go in the future will have no effect on OP regardless.
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Re: Crossroads

Postby SnuggleSnail » Fri May 31, 2019 8:33 pm

azrid wrote:Pretty sure they said they don't like removing content.


Adding CRs back wouldn't remove content, it would reintroduce content that everybody but the noisy minority liked. Roads and CRs could co-exist, and people would use roads exactly as much as they do now, if that's what you mean by removing content.
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Re: Crossroads

Postby loleznub » Fri May 31, 2019 8:58 pm

The vast majority of the content that has been liked has always been centered around meaningful quality of life improvements. Stockpiles. the previous roads, knarrs, wheelbarrows. All of these things save time for players and cuts down on arbitrary tasks.

All of these (except stockpiles) have downsides to them.

Crossroads required upkeep in the sense of repairs and could be destroyed.

Knarrs require upkeep to maintain (tarsticks), and are fairly difficult to get through timegating.

Wheelbarrows are relatively hard to get in the early game.

Not sure why it's so difficult to see this, though. If I was developing the game I would focus on these quality of life improvements and reverting bad things I've done, instead of adding new birds, fish, etc for the sake of "adding content". that type of stuff doesn't matter if there are no people left in the end to enjoy said things.
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Re: Crossroads

Postby Granger » Sat Jun 01, 2019 8:37 am

Crossroads were a bad mechanic as they allowed uninterruptible teleportation all over the map, effectively folding the dimensions of the world down to near zero for basically free. It's good that they're gone, it's sad that porticos and charter stones still allow the same (though at least at a higher initial cost and limited to within one shore of deep ocean).

I agree though that maintaining pavement on roads is unfun and de-vine'ing (and stomping natural biome to dirt) should be an automatic side effect of following/traveling roads - in the sense of characters stomping living nature into oblivion when passing over it repeatedly, which could well be a general mechanic.
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Re: Crossroads

Postby dafels » Sat Jun 01, 2019 8:38 am

azrid wrote:Pretty sure they said they don't like removing content. No matter your opinion on travel it most likely wont happen.
The direction the game will go in the future will have no effect on OP regardless.
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I dont get what was your point bringing up this picture when you have loads of other experienced people agreeing with me and you cant even bring up a single valid argument why crossroads should not be reimplemented when this was proven to be a good concept
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Re: Crossroads

Postby dafels » Sat Jun 01, 2019 8:41 am

Granger wrote:Crossroads were a bad mechanic as they allowed uninterruptible teleportation all over the map, effectively folding the dimensions of the world down to near zero for basically free. It's good that they're gone, it's sad that porticos and charter stones still allow the same (though at least at a higher initial cost and limited to within one shore of deep ocean).

I agree though that maintaining pavement on roads is unfun and de-vine'ing (and stomping natural biome to dirt) should be an automatic side effect of following/traveling roads - in the sense of characters stomping living nature into oblivion when passing over it repeatedly, which could well be a general mechanic.

It had its downside, but you can clearly see that the benefit is way stronger than the downsides to crs. The people that want to play an alive game would agree with me.
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Re: Crossroads

Postby ChildhoodObesity » Sat Jun 01, 2019 8:49 am

i mean it was pretty obvious the effect removing fast travel would have, and now if you look at the playercount graph u can see the steepest drop off in players ever. this world is one of the most boring worlds ive played and its because half the gameplay now is just moving between places on foot or boat over and over again. ive played this game exclusively and nearly 24/7 for like 7 years now and even im barely inclined to play at this point
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Re: Crossroads

Postby Ants » Sat Jun 01, 2019 8:52 am

Granger wrote:Crossroads were a bad mechanic as they allowed uninterruptible teleportation all over the map, effectively folding the dimensions of the world down to near zero for basically free. It's good that they're gone, it's sad that porticos and charter stones still allow the same (though at least at a higher initial cost and limited to within one shore of deep ocean).

I agree though that maintaining pavement on roads is unfun and de-vine'ing (and stomping natural biome to dirt) should be an automatic side effect of following/traveling roads - in the sense of characters stomping living nature into oblivion when passing over it repeatedly, which could well be a general mechanic.


I'm guessing you play as a hermit and don't travel around the map much. For people who like interacting with others, fast travel was a blessing. There's nothing fun about clicking on the ocean for hours just to get somewhere.

Last world, community fair held lots of fun public events. But how can that happen now that there's so few players and they're scattered all over the map? Many people wouldn't want to waste hours just to take part in a little frog race or a shoeball match. :?
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Re: Crossroads

Postby Granger » Sat Jun 01, 2019 8:55 am

dafels wrote:It had its downside, but you can clearly see that the benefit is way stronger than the downsides to crs. The people that want to play an alive game would agree with me.


Along you line of argumentative reasoning toward azrid: my account is older, thus I'm right and you are wrong.
(EDIT: nice edit, while I was typing the above the 'I play longer than you, thus I convince' was removed - should have quoted it)

You employ fallacies to distract from your lack of arguments, but fail.

Stop being lazy and build roads to where you want to appear quickly, in case you want to have more QoL with them support the ones (like me) that try to motivate the Devs to fix the maintenance problems they have.
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Re: Crossroads

Postby Granger » Sat Jun 01, 2019 9:16 am

Ants wrote:For people who like interacting with others, fast travel was a blessing.

There's a difference between fast travel and teleportation. In case you experience the need to travel to the opposit side of the map on a regular basis... you should realize that you live in the wrong place.

There's nothing fun about clicking on the ocean for hours just to get somewhere.
Should you need to click the ocean for hours to get where you want to go: maybe try to go in the right direction from the start?

Last world, community fair held lots of fun public events. But how can that happen now that there's so few players and they're scattered all over the map? Many people wouldn't want to waste hours just to take part in a little frog race or a shoeball match. :?

Sound like crossroads existed last world, but as they didn't...
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