New Credo: Sailor

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

Re: New Credo: Sailor

Postby Mr_Bober » Fri Mar 01, 2019 3:08 pm

Hrenli wrote:Then make the benefits suit exactly this playstyle. I.e. benefit the transportation of goods. Dunno, maybe give the ability to transport livestock


I thought about the ability of transporting animals, but I don't see that being that interesting... it's much easier to have the person come to you and tp back with all the animals leashed.

Hrenli wrote:(though I'd like it to be a common thing not hidden behind a credo).

That's why the idea of adding a "cargo" knarr. Only sailors could build it, but anyone could use it. Would give either more space, or the ability to transport wagons (or animals, whatever), or both.

Hrenli wrote:Anything else (any speed buffs) would turn it into combat evasion or grind quests credo instead.

Speed buff is relevant to the sea trader, especially on knarrs. Then if someone finds a secondary use for it, like getting faster to quest givers (which most of the time are inland, so not sure how that would help), or making it easier to escape combat, I don't see anything wrong with it.
A credo appealing to different players is good in my book. Take the Strider as an example: damage to ranged and q bonus to wild animals. It's clearly a hunter-focused credo, but it's still greatly appreciated by fighters for the other bonuses.
Mr_Bober
 
Posts: 455
Joined: Thu Jan 31, 2019 8:51 pm

Re: New Credo: Sailor

Postby Hrenli » Fri Mar 01, 2019 3:41 pm

Mr_Bober wrote:I thought about the ability of transporting animals, but I don't see that being that interesting... it's much easier to have the person come to you and tp back with all the animals leashed.


But earlier you were talking about a sailor-trader? One who sails across the ocean to deliver something there to trade? :) For example, one who can provide a ferry service to "bring live animal of that kind to a quest giver on another continent" credo quest?

That's why the idea of adding a "cargo" knarr. Only sailors could build it, but anyone could use it.


That one is a good idea if you ask me.

getting faster to quest givers (which most of the time are inland, so not sure how that would help)


It's not seldom they are on another island/continent. For some people always all quests are across the sea. Depends on where you live though. And then there are rivers. There is a reason why there are so many boats around quest givers. Late W10 I was doing a lot of quests on a knarr. Was much faster and convenient than on a horse if you know your destination and the map is available. Having speed bonus to that would mean quite something for grinding quests.

Having appeal to different players is one thing. Being too generic is another. Where to draw the line is an open question. That's why these discussions are worth it I guess. :)
Too old to rock-n-roll, too young to die.
Hrenli
 
Posts: 1169
Joined: Mon Mar 21, 2016 1:39 pm

Re: New Credo: Sailor

Postby MagicManICT » Fri Mar 01, 2019 4:55 pm

Mr_Bober wrote:If you wanna criticise the ocean damage, make a new thread about it.

I agree with this statement, though it did come up because I have to say that I agree that "reduced damage" when ocean going should be a perk of such a credo. The problem then becomes "does this become a necessary perk of PvP" which we already have a problem with on a few other credos.

Mr_Bober wrote:I still believe rowboats should be involved.

A sailor is a sailor, whether patrolling the ocean or river channels. (I have a Vietnam vet uncle that was a navy man who's job was on a PT boat, so nyeh to all you who say otherwise.)

Mr_Bober wrote:
Hrenli wrote:Then make the benefits suit exactly this playstyle. I.e. benefit the transportation of goods. Dunno, maybe give the ability to transport livestock


I thought about the ability of transporting animals, but I don't see that being that interesting... it's much easier to have the person come to you and tp back with all the animals leashed.

We just need a ship that can transport a few animals like you'd have your buddies jump on board, and not locked behind a credo. There are... technical limitations (with the oceans and various means of teleportation) of why you'd want to add this instead of the alternative of "go pick up the animal and teleport home."
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: New Credo: Sailor

Postby Sevenless » Fri Mar 01, 2019 5:27 pm

less damage for ocean travel, ability to catch new ocean fish (marlin perhaps? blue tuna?)

I dunno, I think there's plenty of potentially neat credo bonuses.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Trendiction [Bot] and 3 guests