Inner village crossroads

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

Re: Inner village crossroads

Postby Mafious » Mon Feb 04, 2019 5:50 pm

jorb wrote:Roads count the tiles they pass to calculate cost. Paving costs one. Grass costs three. Deep water is pretty expensive. &c.


Please add some realm buff or something to travel weariness within that realm. Like idk from 10% up to 50/60% reduced travel weariness within that realm, that and make paving decay IF NOT being used, that would be awesome for the rank and file noob, big factions will have enough will to zap around anyway.
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Inner village crossroads

Postby waga » Mon Feb 04, 2019 5:55 pm

Avu wrote:

I swear to god you're the biggest larper of them all.


This :D
I love the idea and don't see any abuse ...
If you're afraid of village extension abuses just increase the authority drain...
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Re: Inner village crossroads

Postby Massa » Mon Feb 04, 2019 6:21 pm

jorb wrote:So... restore roads to exactly what they were, but in another obscure system, merely calling them something else, leaving roads in as an almost strictly inferior alternative that does the same thing?

I guess the village coverage would be a difference, but, yeah...

It is a massive, critical and key difference that changes the entire function.
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Re: Inner village crossroads

Postby boshaw » Mon Feb 04, 2019 8:02 pm

waga wrote:If you're afraid of village extension abuses just increase the authority drain...

Which won't be a problem for big factions who want to abuse these systems.
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Re: Inner village crossroads

Postby sabinati » Mon Feb 04, 2019 8:08 pm

Yorla wrote:
jorb wrote:One thing that I could perhaps get behind is reducing the TW on travel along claimed roads, quite simply.

Do note also that paving greatly reduces the cost of traveling along roads.


Paving decays.



Not if it's on a claim?
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Re: Inner village crossroads

Postby Lunarius_Haberdash » Mon Feb 04, 2019 8:22 pm

If this gets implemented, and I In no way think that it should, make sure that it only functions for roads in YOUR village, not others...
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Inner village crossroads

Postby MagicManICT » Mon Feb 04, 2019 9:00 pm

Avu wrote:What about reducing weariness though? I was logged out 6 hour (no bed) and i was still at 100% (need to double check), can it go over 100% how does it work? Basically once I hit 100% it didn't go down. I mean I use teleport to heart quite liberally but it''s still the most logical solution because it makes half the trips free. The only way I'd change how I do things if I didn't have to go out for days or if I planned from some very long trip. But really travel weariness suckz.

I'm making a random guess here, but... like it used to? Take a penalty to the relative stat (Will now, right?) and you can exceed 100% of your available travel distance. Even if moments before you were only at 70% TW, lost 30% of your stat, and now you are at 120%. Hearthing always consumes travel distance, but is always usable, too, which will push you past 100%.

jorb wrote:Roads count the tiles they pass to calculate cost. Paving costs one. Grass costs three. Deep water is pretty expensive. &c.

Probably should have been in patch notes. It's a non-obvious change that nobody would have guessed given how long roads can get and a lot of effort to install and maintain paving. Unless you want to add in some Roman level tech about near permanent roads that can last hundreds of years.
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Re: Inner village crossroads

Postby waga » Mon Feb 04, 2019 9:55 pm

boshaw wrote:
waga wrote:If you're afraid of village extension abuses just increase the authority drain...

Which won't be a problem for big factions who want to abuse these systems.


cost increase doesn't have to be linear you know...
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Re: Inner village crossroads

Postby Granger » Mon Feb 04, 2019 10:50 pm

jorb wrote:Roads count the tiles they pass to calculate cost. Paving costs one. Grass costs three. Deep water is pretty expensive. &c.


Please track the actual list of tiles and each time the road is used give a chance to stomp some non-paved ones.
Or better do this, concept allows upgrading of existing road mechanic mid-world.
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Re: Inner village crossroads

Postby Yorla » Tue Feb 05, 2019 2:08 am

sabinati wrote:Not if it's on a claim?


Seriously? You want me to extend my claim all the way from actual plot to the riverbank just to be able to get some drinkable water for digging and building fast?
And here I should apologize for my spelling... But I won't! Deal with it :P
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