Crossroads - vote on the poll to make haven great again

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

Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby Kaios » Sun Jun 02, 2019 2:28 pm

azrid wrote:Right now we have areas that are good to build at if you like traffic around your base and remote areas for people who want to avoid player interaction.
I support having more diverse locations for the player to choose from.


Are you guys saying something like ^this^ wouldn't change at all with the implementation of cross-continent travel from anywhere on the map? :D
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby dafels » Sun Jun 02, 2019 4:45 pm

Kaios wrote:
azrid wrote:Right now we have areas that are good to build at if you like traffic around your base and remote areas for people who want to avoid player interaction.
I support having more diverse locations for the player to choose from.


Are you guys saying something like ^this^ wouldn't change at all with the implementation of cross-continent travel from anywhere on the map? :D

It will undoubtedly make the game more alive, if that is your worry. "Diverse locations", are these locations different from each other by dead and not dead?

@Granger,
your argument that people should move closer to their friends, trade hubs, markets, etc.. etc.. is as retarded as saying to a noob: "if you don't want to get killed, grind a titan!"

I think the poll shows what is actually healthy for the game.
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby wonder-ass » Sun Jun 02, 2019 5:01 pm

wow 44 vs 6 who wouldve thought!?
see homo sexuality trending,. do not do that.
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby Ants » Sun Jun 02, 2019 7:33 pm

How often do you guys who don't like fast travel actually go out of your base? Have you actually tried trading or meeting friends from far?

azrid wrote:
Ants wrote:Image

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huh. Guess things aren't quite as bad as I thought.
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby wonder-ass » Sun Jun 02, 2019 7:54 pm

Ants wrote:How often do you guys who don't like fast travel actually go out of your base? Have you actually tried trading or meeting friends from far?

azrid wrote:
Ants wrote:Image

Image

huh. Guess things aren't quite as bad as I thought.


ye who wouldve thought players spike once CF opens ha ha haha!
see homo sexuality trending,. do not do that.
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby czaper2 » Sun Jun 02, 2019 8:22 pm

Transporter technology didn't exist in that era, straight up.

How am I suppose to rob a stagecoach if people are allowed to just beam shit around like this was Star Trek?
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby azrid » Sun Jun 02, 2019 9:07 pm

wonder-ass wrote:ye who wouldve thought players spike once CF opens ha ha haha!

This just comes from measuring at the different time of day.
Happened before CF too.
Russian peak time has more players online. The game probably feels empty for the only English speakers.
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby DDDsDD999 » Sun Jun 02, 2019 10:28 pm

Haven is a game. When the game is a constant chore of travelling over the same areas over and over again, it plays less like a game and more like work, commute and all. This world feels terrible to play as a result of the changes.
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Re: Crossroads

Postby Zentetsuken » Sun Jun 02, 2019 10:38 pm

Zentetsuken wrote:Understanding that they 100% will not add it in THIS world, what if they implemented something like a charter stone dock? Maybe a structure similar to the seamark that allowed fast travel while in a knarr and perhaps just gave a flat damage rate to the knarr based on its quality?


I'm going to quote myself because I feel like my suggestion could be a really good compromise but maybe most people skipped over it.

Fast travel CAN be added this world in a way that doesn't totally fuck everything over, while keeping very similar mechanics and penalties.

Once you have a knarr in the q200 range you can easily travel from one end of the world to the other and the only factor is time, you can go over every deep spot in your way and not really have to worry, so maybe it's reasonable to give a distance and knarr quality based % of damage, along with TW and whatnot


example, maybe a q100 knarr is needed for full end-to-end world travel and it will take a full 75% damage, and maybe even get destroyed
maybe q150+ is guaranteed not destroyed but definitely 75% damage
they could even just make the knarr repairs go in 10% increments and take way more tar or even additional other materials to make this more penalizing but still make the travel possible?
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN

Postby iamahh » Sun Jun 02, 2019 11:20 pm

i could see charter stones getting buffed for market and stuff, but those roads plaguing the map i don't miss at all
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