Travel Weariness

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

Re: Travel Weariness

Postby DDDsDD999 » Sun Aug 20, 2017 8:38 am

Before any of this travel weariness shit is added, rework trellises so they aren't fucking CANCER. I don't want to have to deal with these things anymore than needed.
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Re: Travel Weariness

Postby MrPunchers » Sun Aug 20, 2017 8:46 am

DDDsDD999 wrote:Before any of this travel weariness shit is added, rework trellises so they aren't fucking CANCER. I don't want to have to deal with these things anymore than needed.

lol
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Re: Travel Weariness

Postby NOOBY93 » Sun Aug 20, 2017 10:42 am

DDDsDD999 wrote:Before any of this travel weariness shit is added, rework trellises so they aren't fucking CANCER. I don't want to have to deal with these things anymore than needed.

also pls no travel weariness shit add, I don't want yet another mandatory drink in the inventory
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Re: Travel Weariness

Postby Granger » Sun Aug 20, 2017 12:36 pm

Why do all suspect that a drink would be able to insta-remove Travel Weariness?

Sleeping for a while might be, paired with TW for every port, the better choice - would make your choice of location on the map more relevant when you (and others) couldn't insta-travel from one corner to the other. Then it would matter if you're near something or not, which it currently isn't (apart from the number of boulders to chip for building a road).

Would also open up the possibility of new and interesting things: when on horse TW could be split between you and the horse, making way stations where you could swap your expended for a fresh one (pony express style) or take a nap to continue in the morning feasible.
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Re: Travel Weariness

Postby NOOBY93 » Sun Aug 20, 2017 12:55 pm

Granger wrote:Why do all suspect that a drink would be able to insta-remove Travel Weariness?

Sleeping for a while might be, paired with TW for every port, the better choice - would make your choice of location on the map more relevant when you (and others) couldn't insta-travel from one corner to the other. Then it would matter if you're near something or not, which it currently isn't (apart from the number of boulders to chip for building a road).

Would also open up the possibility of new and interesting things: when on horse TW could be split between you and the horse, making way stations where you could swap your expended for a fresh one (pony express style) or take a nap to continue in the morning feasible.

It's like you don't even play the game. None of these ideas would make for fun gameplay.
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Re: Travel Weariness

Postby Granger » Sun Aug 20, 2017 2:01 pm

NOOBY93 wrote:It's like you don't even play the game.

Discarded for being ad hominem.
None of these ideas would make for fun gameplay.

In case the aim is to (more or less) actually simulating living in an environment then actions should have consequences and a cost that limits their available use - the current teleportation with roads and to the HF seems broken in that regard for as these are action that have no cost (thus are limitless) and (as of being repeatable for free) reduced to no consequences.

It seems that the ability to travel large distances instantly without any reasonable expense (not even using any energy at all) is overpowered. To be able to (effortlessly) teleport into the mines and back to haul several thousand units of ore to your smelters (or to port away everything from a raided village that isn't nailed down to a place several supergrids away) within the hour reduces the value (thus the appreciation) of the outcome, which makes the game less rewarding, thus less fun.

To be clear on that: I don't intend us have to walk everywhere in realtime every time, just to put a limit on the distance that can be covered within a certain timespan to increase the effect of map locality. Being able to (given roads connecting them exist) visit the four corners of the world (or any other random places) within a few minutes without any limitation on repeatability (and this is what we currently have, the only effort is the initial need to setup the milestones) makes any and all map features irrelevant and is lame&boring as it basically turns the game into a MOBA - and should be changed.

Sure: this is all IMHO. The idea of 'fun gameplay' differs between different people, for someone only in for the fighting (with everything else just being experienced as an annoying prerequisite, including getting to the location of the fight) the idea of less limitless teleportation might not sound that convincing.
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Re: Travel Weariness

Postby infectedking » Sun Aug 20, 2017 2:56 pm

Granger wrote:for someone only in for the fighting (with everything else just being experienced as an annoying prerequisite, including getting to the location of the fight) the idea of less limitless teleportation might not sound that convincing.

For those in the trading aspect as well would find this idea shit also, same as friends having bases that you'd like to frequently visit? Who would even want that idea apart from you and LadyGoo (who quit months ago). I would actually like wine to be an addition to remove travel weariness for charter ports since it's very convenient and would make wine more valued than it is now.
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Re: Travel Weariness

Postby jorb » Thu Mar 01, 2018 2:04 pm

Yes, we plan to add travel weariness to roads and such, and when we do it might also make sense to restore some of the old ways of removing it.
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Re: Travel Weariness

Postby blank » Thu Mar 01, 2018 9:21 pm

go ahead and add back the travel to village then if thats the case :D
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