Nerf knarrs

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

Re: Nerf knarrs

Postby Kaios » Sat Mar 16, 2019 12:07 am

Headchef wrote:Talking about logical leaps when talking about introducing technologies. "if they allow this then why not this!!" Sure it will take 2-3 years for things to snowball properly but some cunt will still find it justified to go to the next step and it's best to prevent that entirely.


Good thing it's the devs that make those final decisions, if they deem it appropriate to add laser guns in 2-3 years then I assume they would feel such an implementation is reasonable. My advice would be to try and come up with something better in regards to the topic or at the very least address suggestions with some valid criticism as to why you wouldn't want to see X implementation.

Take players/loot effecting ship speed for example, this is not an unreasonable request for implementation. It makes sense in a real world context and it makes sense for an in-game context when you factor in how current ship fighting mechanics work. If a full knarr is chasing you, a lone player, and all guys have queued up an attack meaning when they get close they are all gonna dunk on you at once then there really isn't any action you can take except to move in the opposite direction as fast as you can.
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Re: Nerf knarrs

Postby Granger » Sat Mar 16, 2019 8:22 am

not_a_cat wrote:Developing of the idea about adding inertia into knarrs' movement could help with situations similar to OP's. Slowed down rotation, change of its course and gradual momentum gain might be cool

This.

For all vessels, please, the bigger the more inertia.
Preferably in a way that allows to outmaneuver knarrs while in a smaller vessel, even when being slower.
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Re: Nerf knarrs

Postby MagicManICT » Sat Mar 16, 2019 9:08 am

We could just request proper sailing mechanics added in. A knarr trying to tack upwind probably isn't going to keep up with a rowboat, then.... but then again, iron age sailing ships tended to have oar positions, so... probably wouldn't be a factor... maneuverability, yes. Still harder to get a large ship to turn properly (and without losing much speed) than a smaller vessel.
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Re: Nerf knarrs

Postby Necrisha » Sun Mar 17, 2019 11:56 am

MagicManICT wrote:We could just request proper sailing mechanics added in. A knarr trying to tack upwind probably isn't going to keep up with a rowboat, then.... but then again, iron age sailing ships tended to have oar positions, so... probably wouldn't be a factor... maneuverability, yes. Still harder to get a large ship to turn properly (and without losing much speed) than a smaller vessel.


This, and have the individuals manning the oars to increase maneuverability unable to attack for up to 5 seconds after leaving the oar menu. Would give the right kind of push and pull mechanics where you have to sacrifice outmaneuvering the other slower vessel to mas- gank or rely on one or two fighters on deck for defense.
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Re: Nerf knarrs

Postby Kaios » Sun Mar 17, 2019 1:36 pm

Yes... So, what sounds better now? Being able to fire cannons and have cool ocean battles or slowly maneuvering your ship during the build up of inertia and dealing with the lack of any wind speed in a fitting direction when you're being chased or doing the chasing. ¦]

Obviously that's a bit of an oversimplification and I don't actually think proper sailing mechanics would be a terrible implementation but I just wanted to re-iterate my point again that in order for the devs to be able to successfully improve mechanics then you need to give more suggestions and not simply leave it at ripping apart other ideas without providing more context as to why you think a certain mechanic would or would not work.

Personally I don't feel that sailing mechanics mixed in with factors like quality of ship effecting speed would go over too well. All of the sudden you'd have powerful faction knarrs that can sail and turn significantly faster than a majority of other player's ships because they have an overall higher quality and I can't imagine such a scenario having the best result if only a few ships were capable of chasing or fleeing with any amount of competency.
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Re: Nerf knarrs

Postby loskierek » Sun Mar 17, 2019 2:05 pm

Kaios wrote:Yes... So, what sounds better now? Being able to fire cannons and have cool ocean battles or slowly maneuvering your ship during the build up of inertia and dealing with the lack of any wind speed in a fitting direction when you're being chased or doing the chasing. ¦]

Obviously that's a bit of an oversimplification and I don't actually think proper sailing mechanics would be a terrible implementation but I just wanted to re-iterate my point again that in order for the devs to be able to successfully improve mechanics then you need to give more suggestions and not simply leave it at ripping apart other ideas without providing more context as to why you think a certain mechanic would or would not work.

Personally I don't feel that sailing mechanics mixed in with factors like quality of ship effecting speed would go over too well. All of the sudden you'd have powerful faction knarrs that can sail and turn significantly faster than a majority of other player's ships because they have an overall higher quality and I can't imagine such a scenario having the best result if only a few ships were capable of chasing or fleeing with any amount of competency.


ok a situation - a hermit is chillin in his coracle while a faction on a knarr passes by and 1 shots him with a bloody cannon lol OR
a hermit seems a knarr and fucks the fuck to fuck away while they are trying to steer into him.

I do realise how awesome cannons sound but that has to be the worst idea i have seen in a long time.
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Re: Nerf knarrs

Postby Kaios » Sun Mar 17, 2019 2:36 pm

I get your point and it doesn't have to be cannons it could be harpoons or something like that but I will pose another scenario to you:

Hermit is chillin in his coracle when faction on a knarr passes by and effectively one shots them right now with current mechanics because fighting on boats is currently bonkers anyways. It is not really much different except that the time it takes to aggro a player and queue on them is probably much faster than the time it would take to position your ship correctly and then aim a ship-based weapon at a smaller target with precision and presumably some aiming time and then fire before they move away.
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Re: Nerf knarrs

Postby loskierek » Sun Mar 17, 2019 3:55 pm

then how about a knarr has spots for fighters and rowmen and a steerman and they cant do all the stuff, so for example a knarr with 10 people can either go faster, steer better or have more atacks queued up but cant benefit from all the knarr perks at once
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Re: Nerf knarrs

Postby Saxony4 » Sun Mar 17, 2019 4:59 pm

+1 for removing the ability to fight from knarrs, it's a merchant ship after all..
Then add a Karve as an intermediate ship between rowboat and knarr that you can engage in combat from.
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Re: Nerf knarrs

Postby Grog » Mon Mar 18, 2019 1:36 am

I think removing fighting from knarrs alone would already be a valuable quickfix.
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