make roads / travel to dock not cost weariness

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

Re: make roads / travel to dock not cost weariness

Postby SnuggleSnail » Fri Oct 20, 2023 11:51 am

If your goal is to kill random people RN you are rowboating around randomly. Doesn't matter where you wander. 99% of my road usage is going to a swamp, or a river, or a mountain, or crossing a river in a snekkja.

It's very dumb that the best solution to the travel weariness problem is often to just logout and wait (similar to hunger, and look how much people liked that change). The game should not tell you to logout in a bed or use another character when you want to play.

You're PROBABLY right that roads being better would make you less safe, but only in that the game being more fun means more people would play.
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Re: make roads / travel to dock not cost weariness

Postby azrid » Fri Oct 20, 2023 12:27 pm

SnuggleSnail wrote:If your goal is to kill random people RN you are rowboating around randomly. Doesn't matter where you wander. 99% of my road usage is going to a swamp, or a river, or a mountain, or crossing a river in a snekkja.

World start is the time to steal and vandalize.
You need to visit different thingwalls to find new settlements.

SnuggleSnail wrote:It's very dumb that the best solution to the travel weariness problem is often to just logout and wait (similar to hunger, and look how much people liked that change). The game should not tell you to logout in a bed or use another character when you want to play.

Its a limiter set in place for early world. Once we have good pipeweed we have an active way to reduce TW. I don't think we need this change tbh.
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Re: make roads / travel to dock not cost weariness

Postby VDZ » Fri Oct 20, 2023 1:23 pm

You don't understand, Snail only wants free infinite teleportation for purely peaceful interactions, especially with a Snekkja.
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Re: make roads / travel to dock not cost weariness

Postby Southpaw » Fri Oct 20, 2023 2:13 pm

it blows my mind how people will genuinely crusade against snailposts because they're snailposts

this change would benefit literally everyone that uses a snekkja, would benefit people that quest a lot, would benefit miners a LOT

didnt know these three groups were only snail or only criminals.

people already use alts to travel to dock on the snekkja to avoid the cost.
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Re: make roads / travel to dock not cost weariness

Postby Sevenless » Fri Oct 20, 2023 2:18 pm

Snekkja alts are annoying, but have been around since this debate started. I've used them when needed even.

Hearthing/Snekkja returns should still be weariness free imo. Let the outgoing cost TW if you want, but coming home shouldn't.
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Re: make roads / travel to dock not cost weariness

Postby vatas » Fri Oct 20, 2023 8:04 pm

Unless I have Mandela effect like making inactive claimed palisade hand bashing, travel to dock gives static 0.1 T W. That is points, not percentage. Exact same as travel to hearth fire.
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Re: make roads / travel to dock not cost weariness

Postby rye130 » Fri Oct 20, 2023 8:21 pm

jorb wrote:Porting a ship should now give no more Travel Weariness than traveling to your Hearth Fire, and the incentives to use meaningless travel alts should thus hopefully be reduced.


I thought this thread was years old. Apparently some of you haven't ported a snekkja to a dock in a few years.
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Re: make roads / travel to dock not cost weariness

Postby SnuggleSnail » Fri Oct 20, 2023 8:31 pm

o pog they fixed it last world after I quit

now do roads too
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Re: make roads / travel to dock not cost weariness

Postby jordancoles » Fri Oct 20, 2023 8:37 pm

Southpaw wrote:it blows my mind how people will genuinely crusade against snailposts because they're snailposts

The post is disingenuous and your group consistently does this type of shit in the hopes that Jorb and Loftar don't understand their game or how it's played (true) to fit your agendas.

Porting across the map for free on foot or in a snekkja is obviously broken. Even if they removed TW from shorter ports, you could just make a chain of shorter roads and hop from one to the other either manually or with bots to quest, or to cross the map quickly.

If you've claimed the start of the port, the person with the road right up to their walls from the other side of the world would have to vandalize to remove it, which is basically another way for you to farm scents before a raid (because let's be honest, if you're making a road across the world to someone's base, and have no TW cost, you're using it to port raid materials, and get there quickly when they go out to defend/destroy siege equipment without needing to be on standby locally).

Bad post, obviously bad idea. Not bad because Snail post, bad because bad post.
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Re: make roads / travel to dock not cost weariness

Postby SnuggleSnail » Fri Oct 20, 2023 8:49 pm

Beloved feature all of world 10 that was rarely if ever used as you describe :>)

If we're going the route of calling each other disingenuous I'm pretty sure you don't want roads because of how hard you abuse scout bots on thingwalls. Whenever you quit world 13 the Canadian player count went from never being below 22 for weeks straight to never going above like 6. You couldn't do that very effectively with roads being less centralized.

Thingwalls are (for the purpose of dunking on shitters) x1000 more effective than roads would ever be. Yes, you could absolutely make a massive road to bully somebody, but nobody is going to do that to you unless you're from a group that shouldn't care about leaving a vandal scent. Even if they did free teleportation to markets is worth A LOT of downsides, it's literally 90% of the reason people liked world 10 so much, or at least something absolutely necessary to enable it.
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