Something should be done about fast travel ted talk

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

Re: Something should be done about fast travel ted talk

Postby SnuggleSnail » Sat Apr 26, 2025 7:16 am

Detharon wrote:


For the first 4-6 weeks of W12 we had no allies, and I'm pretty sure no safepali around our base. We also couldn't rly use snekkjas, since geleor(AD allied) was our neighbor and his were always higherQ/faster. Yet we did fine. We full killed Dante, we fucked up Geleor multiple times, we were shitting on NK, we ganked KoA shitters, and we were pretty shit/small back then. We just had to run away from AD/KoA main guys when they showed up, which was fine.

It's a golden example of smaller/weaker villages not needing safepali/snekkjas to escape even verse overwhelmingly stronger opponents. Similar World 14. We had 0 allies all world, but dante+felix worked together vs. us, polska+AD allied against us later on. We never built a single safepali. Was never a real issue.

You're conflating complete and total untouchable safety of safepalis with maybe being in a bit of danger but if you don't fuck up you'll probably be fine. And honestly, being in the top 1% and wanting that level of untouchable safety just so you can 2hit hermits while avoiding any real fight is pretty unsportsmanlike.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2964
Joined: Sat Oct 12, 2013 4:04 pm

Re: Something should be done about fast travel ted talk

Postby animary » Sat Apr 26, 2025 2:24 pm

"hermits deserve to be crushed into dust by an iron bunny slipper"

Why?
animary
 
Posts: 232
Joined: Wed Feb 23, 2011 4:05 am
Location: Ohio

Re: Something should be done about fast travel ted talk

Postby Thuzzy » Sat Apr 26, 2025 4:02 pm

SnuggleSnail wrote:
and honestly, being in the top 1% and wanting that level of untouchable safety just so you can 2hit hermits while avoiding any real fight is pretty unsportsmanlike.


It’s rich that you keep bringing up unsportsmanlike conduct while you’ve relied on—and still use—every exploit under the sun.
How many players have you KO’d or killed in this world using visitor exploits? How many times in the past have you abused unpatched bugs to force crashes mid-PvP?
And now you expect us to believe that removing safe palisades and increasing aggro range is for the game’s benefit? LOL
User avatar
Thuzzy
 
Posts: 85
Joined: Mon Jun 01, 2015 9:25 pm

Re: Something should be done about fast travel ted talk

Postby DonVelD » Sat Apr 26, 2025 8:51 pm

Thuzzy wrote:
SnuggleSnail wrote:
and honestly, being in the top 1% and wanting that level of untouchable safety just so you can 2hit hermits while avoiding any real fight is pretty unsportsmanlike.


It’s rich that you keep bringing up unsportsmanlike conduct while you’ve relied on—and still use—every exploit under the sun.
How many players have you KO’d or killed in this world using visitor exploits? How many times in the past have you abused unpatched bugs to force crashes mid-PvP?
And now you expect us to believe that removing safe palisades and increasing aggro range is for the game’s benefit? LOL

Image
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
DonVelD
 
Posts: 1848
Joined: Sun Jun 11, 2017 12:37 pm
Location: @ your fenced base W/ a boar

Re: Something should be done about fast travel ted talk

Postby Josioshane » Mon Apr 28, 2025 10:35 am

While I am an advocate for some changes like preventing claims over or around thingwalls..... I do not like the changes preventing travel from one way or another because of a kingdom lockdown. HOWEVER!!! I am also not super against the lockdown idea.. What I think should be the case and im gonna hash some of the ideas you put in here... I like the Great thingwalls idea! However I think that there should be a rehash on how important thingwalls are. For example
Lets say 1 2 3 and 4 are GREAT thingwalls. Well, what is a "Great Thingwall" ? Let us say it is a resource for kingdoms to use to provide benefits directly affecting any member of the kingdom WITHIN kingdom walls!!!! With a buff added to the Controlling party directly which can be discussed later... Meaning controlling these Great Thingwalls is important, and attacking them is ALSO important.

Here is what a Great Thingwall should be used and fought over for...

The Kingdom Buffs, Direct Controlling party buffs, Direct Lockdown of any and all charterstones (NOT THINGWALLS)

Here's what the Great Thingwalls Should NOT be able to do.

Be teleported to, Lockdown sub thingwalls within it's boundary, (Should not) Debuff anyone (WITHOUT a breaking of Thingpeace.).


Here's how the pvp landscape for a single Great thingwall shall take place in my opinion....

Great Thingwalls should be a priority target to disrupt and effect Kingdoms as a whole.

A Great thingwall should be challanged after a neighboring thingwall has been broken on the thingpeace. (This should be a thingwall under the specific Great Thingwall's Area)

- Once a Great Thingwall is challanged Any and ALL buffs from the Kingdom control shall instantly Pause for half the duration leading up to the thingchallange breaking the peace.

(THIS IS WHERE YOU SHOULD BE DOING PVP TO PREVENT OR DO PREFORM THE BREAKING OF THE PEACE!!!)

- The kingdom MUST defend the Great Thingwall to retain it's control over the region(s)

- Once Thingpeace is Broken The Thingwall shall induce a 2 week long reduction in animal/forgeable spawns, Quality reductions on All naturally spawned animals, and Water quality reduction.

-IF Thingpeace is Maintained, No bonuses will be rewarded but control is maintained within the Region(s) and the Originally Peace broken thingwall shall restore.

Great thingwalls can only be challanged once every 2 weeks.

(An added thought after i was about to post this reply) I should probably add this too, but Each Great Thingwall should have a few regular thingwalls in it's influence, and thus contributes to the amount of bonuses it can provide, IF thingpeace is broken or disrupted with one or more of the influenced thingwalls then it will lose some Bonuses until they are restored.

Why do I suggest this? Because I consider this to be a very nice medium to what we have now and what was suggested. All thingwalls besides the great thingwalls shall be able to be teleported to but only the great thingwalls shall matter in terms of conquest of a region. (In due regard to the amount of thingwalls the region has in it's influence to produce buffs.)
Josioshane
 
Posts: 14
Joined: Tue Oct 11, 2022 12:20 pm

Re: Something should be done about fast travel ted talk

Postby Fostik » Mon Apr 28, 2025 12:02 pm

While I hate travel constraints myself for trading purposes, limiting travel at least between continents could allow more than one power group to exist in the world, as current world clearly showed that unified group of experienced players could purge all opposition not only in PvP fights, but also steam roll their villages. I don't remember a single world with so clear winner that early.

animary wrote:"hermits deserve to be crushed into dust by an iron bunny slipper"
Why?


It brings evolutive gameplay, game replayability characteristic unique to haven. As nothing naturally pushes you to complicate your gameplay and team structure, hermits being ganked/destroyed tend to form groups or join villages in next worlds they play, allowing them to achieve better results and knowledge about game.
It's been a thing since W3, pity I have to explain it to 2011 account.
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2207
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: Something should be done about fast travel ted talk

Postby SnuggleSnail » Mon Apr 28, 2025 12:44 pm

Our side """wasn't stronger""" this world. We didn't siege any "real" villages, and we couldn't win fights vs. casuals/polska/friends when they brought everybody. It was just that literally every single person willing to organize ganks/tracking was on the same side, so the other side basically had no 'offense'.

I really can't overemphasize how autistic setting up ganks/tracking is. When I say it's 5 people starting 95% of fights/ganks every world I'm not exaggerating. You have to be a fucking moron to track some guy for 2hours knowing there's a 95% chance he's just going to run into a safepali, or sit at a dock for 8hours straight knowing there's a 95% chance they're gonna check with an alt first.

Things would be a bit more interesting/even if it were within the realm of possibility for a self respecting person with a job to track people.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2964
Joined: Sat Oct 12, 2013 4:04 pm

Re: Something should be done about fast travel ted talk

Postby AriZona » Mon Apr 28, 2025 2:50 pm

+1

Double jump cost with each new travel leg
AriZona
 
Posts: 259
Joined: Wed Sep 14, 2016 12:02 am

Re: Something should be done about fast travel ted talk

Postby animary » Mon Apr 28, 2025 7:52 pm

"It brings evolutive gameplay, game replayability characteristic unique to haven. As nothing naturally pushes you to complicate your gameplay and team structure, hermits being ganked/destroyed tend to form groups or join villages in next worlds they play, allowing them to achieve better results and knowledge about game.
It's been a thing since W3, pity I have to explain it to 2011 account."

In other words - "Join a village or die! Scum!"

There is no place for players who want to play peacefully, build their farm/village, not get involved in the politics and animosities. We all play your way or not at all.

Perhaps a notice when you create a character - "All despicable lowlifes who want to play solo will be hunted down and killed".

I guess you think anyone who drives a different color car than yours should have their license revoked.

FWIW, most of the times I've been in a village I ended up playing solo because everyone else eventually tired and quit, and I couldn't maintain the village alone so struck out on my own.
animary
 
Posts: 232
Joined: Wed Feb 23, 2011 4:05 am
Location: Ohio

Re: Something should be done about fast travel ted talk

Postby DonVelD » Mon Apr 28, 2025 10:35 pm

animary i think you smell
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
DonVelD
 
Posts: 1848
Joined: Sun Jun 11, 2017 12:37 pm
Location: @ your fenced base W/ a boar

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Google [Bot] and 48 guests