Nomad credo is too harsh on npc travel time requirements

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

Re: Nomad credo is too harsh on npc travel time requirements

Postby DreadDawson » Wed Oct 18, 2017 11:26 pm

loftar wrote:
One thing I'm considering strongly is to make it possible to log out together with a horse when mounted on it.


PLEASE!
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Re: Nomad credo is too harsh on npc travel time requirements

Postby _Gunnar » Wed Oct 18, 2017 11:46 pm

loftar wrote:It is an ambition that we hold to make nomadic lifestyles more viable. We just haven't found the specific mechanics for it that we like yet. Working on it, though.

One thing I'm considering strongly is to make it possible to log out together with a horse when mounted on it.


Great to hear!
Just make it so that the horse's hunger still progresses, and it would be fine I think. It wouldn't really make nomading viable, since you can't store much stuff securely still, but it would be cool.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby KaiMolan » Wed Oct 18, 2017 11:48 pm

loftar wrote:
One thing I'm considering strongly is to make it possible to log out together with a horse when mounted on it.


This would be a god send, I'd take that over the distance indicator lol, so many times I just finished a nomad quest even if it meant staying up because I didn't want to worry about losing my horse, and did not want to restart my travel time. I imagine many true nomads would love if their horse logged out with them, in conjunction with new and better saddle bags. Also maybe a way to hide caches of goods on unclaimed land by burying them(though would hope for some counterplay, so other's can find said cached goods).
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Re: Nomad credo is too harsh on npc travel time requirements

Postby AntiBlitz » Thu Oct 19, 2017 3:46 am

yes, i do agree, this was the point i was at. I had just gotten off of work this morning, and figured id punch out a few quests before bed, i work nightshift, so i get home at 830am, log on around that time and i didnt get in bed till around 150pm due to the quest. Obviously this is my own fault, as i didnt have to complete the quest, but i was also unable to log out, as i was on horseback and would lose all progress after i had already trekked for hours. I was oblivious as to how much farther i needed to go, so i just pressed on till completion. Being punished by being on horseback sucked, there was a few times where i wished i hadnt brought it so that i could just swim the rivers, or more importantly, just log the hell out for the sake of sleep. But, oh well, i finished it, now my next quest was provided and its another seek mission, so we will see where this one takes me.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby maze » Thu Oct 19, 2017 3:56 pm

I would have told you guys what my thoughts were on the subjects....
As I'm doing (ONLY) credos slowly in my time.
I'm also not exploiting.

But i hit a quest that makes me study object that days to study x2
Those were the pain in the ass...
Basiclly got those quest and logged off for 2 weeks straight. (because I am a nomad.)

Walking for 3 hours does not sound bad to me.
But i think it's because everyone else is use to being able to finish credo's within a day (whats honestly dumb)
The system needs to keep track of quest count regardless if you die. (fk you exploiters)
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Massa » Thu Oct 19, 2017 11:40 pm

ricky wrote:Are you trying to say the nomad credo makes you travel too much?

Is there something I'm missing?

it's a video game and having to spend 40 quests travelling for 2 hours is fucking retarded

this is not a full time job

fuck u
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Re: Nomad credo is too harsh on npc travel time requirements

Postby _Gunnar » Fri Oct 20, 2017 2:00 am

Massa wrote:
ricky wrote:Are you trying to say the nomad credo makes you travel too much?

Is there something I'm missing?

it's a video game and having to spend 40 quests travelling for 2 hours is fucking retarded

this is not a full time job

fuck u


Noone is making you do it... I quite liked exploring the world.
It would have been more fun to do it earlier in the world when there were more people around, though.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby ricky » Fri Oct 20, 2017 3:32 am

Massa wrote:
fuck u


Fuck you? No, fuck ME pal!

If you think we should base every decision around whether it meets the lowest common denominator of players, then we're remaking Farmville.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Massa » Fri Oct 20, 2017 3:49 am

ricky wrote:
Massa wrote:
fuck u


Fuck you? No, fuck ME pal!

If you think we should base every decision around whether it meets the lowest common denominator of players, then we're remaking Farmville.

I think realistic moderation is a wise path to take, knowing adults have worldly obligations, that making a dumb piece of rinky tink bullshit take 80 god damn hours is retarded.

what's the difference between 80 and 10 credo quests, pragmatically? Time? So the 16 year old troglodyte slav child not attending school gets to be the only one on top.

People are people. Arbitrary time sinks are just that.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Granger » Sun Nov 12, 2017 12:55 pm

Why are three 'tame x' style quests in the nomad credo, how are they supposed to work when actually moving around as a nomad in regard of:
- securing the animal to tame against 3rd parties?
- creating rope for hitching post and the leash?
- nomadly moving around with the tamed animal(s) afterwards?

I think 'tame x' for a nomad crodo quest is as misplaced as 'deliver x gem to y' for a farming credo would be.

Also: what happens when dying while pursuing a credo (so you have already completed x quests so you have done y quests), is this active credo transfered through inheritance or does the new character start at zero?
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