Road mechanic rework / remove teleportation

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

Re: Road mechanic rework / remove teleportation

Postby ydex » Sun Dec 03, 2017 12:26 am

didn't care to read through all pages, but basicly;

on a day to day basis I wanna be able to (for example) go to the swamp, go to the mountain, go to the mine, check the market and then go back home to farm my crops and add a few curios to my table. if I weren't able to teleport between all of these spots (even if travel time was upped to 6-8th speed) it would take far to long. So for me, removing teleportation, would remove alot of the gameplay that I like.

If anything I would welcome easier ways to teleport, so I can interact with more of the world faster each day. Pls concider that teleportation adds to the gameplay.

Cheers :)
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Re: Road mechanic rework / remove teleportation

Postby Granger » Sun Dec 03, 2017 2:53 am

ydex wrote:didn't care to read through all pages

Question: Why should someone care about your comment when you don't care about the ones of others?

If anything I would welcome easier ways to teleport, so I can interact with more of the world faster each day. Pls concider that teleportation adds to the gameplay.
Developer mode teleport for everyone, else game sucks?

I'm sorry, I don't see instant access to basically the whole map (which roads and charters currently provide) as a good game mechanic.
We might be used to it, but that's basically it.
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Re: Road mechanic rework / remove teleportation

Postby DDDsDD999 » Sun Dec 03, 2017 3:05 am

Granger wrote:I'm sorry, I don't see instant access to basically the whole map (which roads and charters currently provide) as a good game mechanic.
We might be used to it, but that's basically it.

Not everyone wants to hide in their walls and jerk off to their larp levels. Being able to interact with people provides far more interaction and good gameplay than a shitty road rework because "muh larp."
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Re: Road mechanic rework / remove teleportation

Postby Granger » Sun Dec 03, 2017 3:15 am

DDDsDD999 wrote:
Granger wrote:I'm sorry, I don't see instant access to basically the whole map (which roads and charters currently provide) as a good game mechanic.
We might be used to it, but that's basically it.

Not everyone wants to hide in their walls and jerk off to their larp levels. Being able to interact with people provides far more interaction and good gameplay than a shitty road rework because "muh larp."

I get it that some want 'interaction' (=PvP, I would guess) with everyone, preferably instantly.
But, exaggerated, with that reasoning we could basically reduce the map to valhalla, making it wrap around for convenience.

Why do we have a big map when teleportation effectively folds its dimensions down to zero?

Just so we have some fun at the start of a world exploring for a good spot (however defined), as not that much later when the roads had been built and the charters erected location means completely nothing anymore?

What is that point beside the first some weeks? Just more shit to claim and wall in, so you can visit it later within seconds?
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Re: Travois: Land-Based Boat Replacement

Postby arcolithe » Sun Dec 03, 2017 3:31 am

DDDsDD999 wrote:
loftar wrote:
ricky wrote:[...]or by forcing the player to clear/pave/develop before they can build.

One thing I've considered on that theme is to make it so that road travel entails travel weariness per the usual travel-weariness mechanic, but that paving the road substantially decreases or even eliminates said travel weariness.

Roads already litter the entire world. Noobs get bullied all the time because they settled on a road, but there's nowhere for them to build that isn't infested with road signs. idk if having the entire world paved would be a good idea.

create npcs outside a certain limit, such as [(-100,100),(100,-100)], that constantly unpave (or plant growth/trees) such that roadsigns are impossible. May create incentives for hermits to be damn hermits.

E: has there ever been an incentive for players to settle and compete near the center? Like high quality nodes?
You don't need high quality materials to enjoy the game, it's mainly for competing.
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Re: Road mechanic rework / remove teleportation

Postby ctopolon3 » Sun Dec 03, 2017 3:32 am

DDDsDD999 wrote:Not everyone wants to hide in their walls and jerk off to their larp levels. Being able to interact with people provides far more interaction and good gameplay than a shitty road rework because "muh larp."

Not everyone wants to be PVP retard and jerk off to their uncupped stats. Being able to kill people everywhere & fast travel to home provides far more hipe & shit on forum and bad gameplay to "happy farmer" players
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Re: Road mechanic rework / remove teleportation

Postby spawningmink » Sun Dec 03, 2017 3:42 am

ctopolon3 wrote:
DDDsDD999 wrote:Not everyone wants to hide in their walls and jerk off to their larp levels. Being able to interact with people provides far more interaction and good gameplay than a shitty road rework because "muh larp."

Not everyone wants to be PVP retard and jerk off to their uncupped stats. Being able to kill people everywhere & fast travel to home provides far more hipe & shit on forum and bad gameplay to "happy farmer" players

this is a permadeath game, if you dont like that I can catch you when you leave your walls every 3 months then maybe raise a warrior to fight back you peacef00l
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Re: Road mechanic rework / remove teleportation

Postby Amanda44 » Sun Dec 03, 2017 4:11 am

MagicManICT wrote:As far as the roads everywhere, I live in the armpit (corner) of the world... I don't have this issue. Otherwise, it is strangely fun to wander along a random, unknown road and see where it leads.

Maybe to resolve Amanda's case, we could make sure all markers along the road conform to the color of the marker used to start it? I'm sure there are others that would like to see this, and only a few anti-larpers that would complain. I'm just picking on Amanda since she brought it up. ;) Otherwise, carrying around that much stone is a logistical issue for anything other than a trivially short road.

:) ... just for the record I like to travel along roads too to see where they lead, just don't want ugly roads leading to my place ... :P :lol:

ctopolon3 wrote:
DDDsDD999 wrote:Not everyone wants to hide in their walls and jerk off to their larp levels. Being able to interact with people provides far more interaction and good gameplay than a shitty road rework because "muh larp."

Not everyone wants to be PVP retard and jerk off to their uncupped stats. Being able to kill people everywhere & fast travel to home provides far more hipe & shit on forum and bad gameplay to "happy farmer" players

It's not just for pvp, fast travel is also for visiting friends villages and the market and the free water well ... :D
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Re: Road mechanic rework / remove teleportation

Postby ctopolon3 » Sun Dec 03, 2017 8:40 am

spawningmink wrote:this is a permadeath game

yep, with pixelart, shooball, larp, and few retards like u
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Re: Road mechanic rework / remove teleportation

Postby viznew » Sun Dec 03, 2017 9:02 am

Hmm, I get why insta travel is good but wish was kept to charter stones

And if a road was up kept by kingdoms and villages at cost not to many would litter the land

And I just wanna see more of world as I go around honestly
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