Oceans are nice...

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

Re: Oceans are nice...

Postby jorb » Wed Feb 06, 2019 8:05 am

kimjungskill wrote:
jorb wrote:Idk about that. There are certainly greater distances in it. Could always expand it if that were really a problem.

Are you saying that the habitable space isn't smaller than previous worlds? Because you can clearly see how much the ocean dominates the map from the odditown map. That's not even factoring in the record high number of concurrent players.


The map was made larger to compensate for the oceans. The amount of habitable land should be almost exactly the same.
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Re: Oceans are nice...

Postby kimjungskill » Wed Feb 06, 2019 4:35 pm

jorb wrote:
kimjungskill wrote:
jorb wrote:Idk about that. There are certainly greater distances in it. Could always expand it if that were really a problem.

Are you saying that the habitable space isn't smaller than previous worlds? Because you can clearly see how much the ocean dominates the map from the odditown map. That's not even factoring in the record high number of concurrent players.


The map was made larger to compensate for the oceans. The amount of habitable land should be almost exactly the same.


Ah okay, I wasn't able to calculate the area of the old map to compare concretely since it's no longer up.
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Re: Oceans are nice...

Postby Sevenless » Wed Feb 06, 2019 4:52 pm

I think the issue isn't that there's less space, but there's a notable chance you can't escape them with your character under current circumstances. You can't just walk away from murderXhobosXkingdom if you want to. We're all trapped with our neighbours for a good while before we can leave.
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Re: Oceans are nice...

Postby discospaceman » Wed Feb 06, 2019 5:41 pm

beardhat wrote:
jorb wrote:Idk about that. There are certainly greater distances in it. Could always expand it if that were really a problem.

Well it just seems every major power spawned on one continent, everyone keeps stopping by no matter how far I go.


Things should settle down after a few months. Also I think a few factions spawned or ended up apart (at least this is what we've seen). In any case, some seas and continents can be reached via rowboat/dugout - I suggest exploring a little more! Either that, or you can start stockpiling for a knarr and bail if things get to hot.

Early on it feels like oceans and continents add a depth (lol) to the world and present unique political implications later.
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Re: Oceans are nice...

Postby Sevenless » Wed Feb 06, 2019 5:51 pm

It gives more niches for "powers" to exist in. I think we'll see more subgroups if I'm right on that one. But the consequence of not being able to migrate away from aggressive powers is definitely an issue.
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Re: Oceans are nice...

Postby tetradigem » Wed Feb 06, 2019 5:51 pm

Sevenless wrote:I think the issue isn't that there's less space, but there's a notable chance you can't escape them with your character under current circumstances. You can't just walk away from murderXhobosXkingdom if you want to. We're all trapped with our neighbours for a good while before we can leave.

i dont know about that. ive already forcibly removed several neighbors who were either overtly rude to me, or outright ignored my attempts to speak to them. cant wait till the first idiot comes at me sniffing the pussy stink i leave behind. hell be the first one i hit with siege tools.
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Re: Oceans are nice...

Postby Granger » Wed Feb 06, 2019 5:55 pm

What about vortexes? One could hope that all areas reachable by normal boat from any point on the map have one...
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Re: Oceans are nice...

Postby Lunarius_Haberdash » Wed Feb 06, 2019 6:06 pm

Please no Vortexes.

However, a midway solution.

Introduce a new skill (or something based on mean of several skills) - Mariner

Every boat has a base skill requirement to perform at 'nominal performance'. Nominal performance would be a be rate of decay while under sail, base speed, base turn radius.


Any skill below this number results in faster decay, slower speeds, and worse turning radius. Higher skills improves to a min/max/max that stops shy of making repair and maintenance irrelevant by a fair margin.

Boats require time to repair, a drying time applied as with glue/siege equipment (because let's face it, massive troop transports are siege equipment).

Ships have a minimum mariner skill requirement that is measured against the sum of all the passengers related skill(s).

This should create an interesting effect on the use of ships for everything ranging from siege to trade.

And, of course, no hearth in with a loaded Knarr.
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Re: Oceans are nice...

Postby wonder-ass » Wed Feb 06, 2019 6:08 pm

i actually love the continent idea this was prob one of the best ideas youve come up with in a while jorb.
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Re: Oceans are nice...

Postby Granger » Wed Feb 06, 2019 6:16 pm

Lunarius_Haberdash wrote:Please no Vortexes.

I ment them as a possible way to escape an area, without building a knarr.
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