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 Detharon » Tue Apr 29, 2025 9:17 am

animary wrote: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.

It's not a peaceful game though, never was. Everyone can attack you with almost no consequences. So yes, if you're playing solo and "peaceful", you are at the mercy of the others. This is a deliberate design of this game since legacy and back then dying was much easier and had way harsher consequences.

You can play solo and safe, but most people capable of doing so choose to play in a village. Again, it's the design of the game that benefits that style of playing, players just adapt to it.
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Re: Something should be done about fast travel ted talk

Postby animary » Tue Apr 29, 2025 3:24 pm

"You can play solo and safe, but most people capable of doing so choose to play in a village. Again, it's the design of the game that benefits that style of playing, players just adapt to it."

Which is fine. It is this "death to hermits", "hermits deserve nothing" attitude to which I take exception.

I have been in villages and had fun. In fact the most fun I've had in this game was a few worlds ago when I met someone with whom I got along very well, we built villages in two consecutive worlds and played to the end of each. But just look at the map around you, dotted with abandoned villages; it is much more common for a village to last four or five months, if that long, and people start drifting away. Soon the remaining people cannot do all the work, much less maintain the claim, and they quit or strike out on their own. East of me was a nice village, doing well, it was abandoned a few months back, someone else moved in, renamed it, rebuilt it, expanded to roughly twice the size, built a dock, were farming, mining, had a full array of animals, and had recently expanded again. I rode by there a couple of days ago; crops are withered, animals are dieing. My temperament is such I would rather play through a world solo than go through this every world; and what does it say about other players here who say I should be killed for that preference?
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Re: Something should be done about fast travel ted talk

Postby Dawidio123 » Tue Apr 29, 2025 3:38 pm

animary wrote:My temperament is such I would rather play through a world solo than go through this every world; and what does it say about other players here who say I should be killed for that preference?

Playing solo does not make you a hermit.
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Re: Something should be done about fast travel ted talk

Postby MightySheep » Tue Apr 29, 2025 5:37 pm

Dawidio123 wrote:Topic: Concerns and suggestions about fast travel and PvP dynamics in Haven & Hearth

Fast Travel Undermines PvP – Global teleportation allows groups to instantly reinforce allies, making small-scale ambushes and organic PvP encounters nearly impossible unless the enemy is completely unprepared.

Safe-Palis & Snekkjas – These are seen as problematic due to making players too safe or too mobile, respectively, especially in PvP.

Hermits & Small Groups Disadvantaged – Conflicts between smaller groups quickly escalate when large factions get involved, since fast travel makes helping easy and risk-free.

Trade vs PvP Tension – Fast travel helps markets and solo players, so nerfing it could hurt the wider player base focused on trade rather than combat.

Suggested Solutions (Brainstormed Ideas):

    Introduce Great Thingwalls with selective teleportation to reduce global mobility and add territorial value.

    Increase travel weariness for thingwalls to discourage constant global hopping.

    Allow kingdoms to close borders, restricting teleportation into their territory.

    Require snekkjas to dry before use, discouraging instant deployment.

    Make whirlpools 1-to-1 to limit abuse of random teleportation chains.

Conclusion: The current system favors large, organized groups and undermines emergent PvP. Some travel limitations could improve the game’s balance without fully compromising trade and exploration.

I agree, for most of the time I played this world I could be anywhere in the entire map within 5 minutes. Having global map presence feels a bit stupid for a sandbox game like this. Simultaneously camping every dock on the map is funny but its also just a sign that the game is retarded. The novelty of the game is gone when you can predict with 100% certainty that u will have the same 3 ppl camping ur door every world. I miss when discord didnt exist and it was just a mystery wilderness of randoms.

Group like fire&ice and maze try so hard to go so far out of the way into the ass ends of the world and I can still visit them 5 times a day. Its like log in > tp to dock > tp snekk to whirlpool > hop a few times > im at maze village on the opposite corner of map in 2 minutes. I get chased and I @ discord and can get as many people as I need to arrive. They hide behind wall and I shit talk they wont fight 1v6 call them losers. In reality if they come out there is no scenario it end well.

Im in favor of changing everything radically in some random way, I dont rly care how as long as its different because this current system is super boring
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Re: Something should be done about fast travel ted talk

Postby Halbertz » Tue Apr 29, 2025 6:58 pm

Based MS.
Game has lost its sense of adventure when you have to see the same spergs in your dock day after day. Drawing soyjacks out of them and whining on the forum is certainly something, but it would be cool if the game could still surprise (at least once a year).
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