Speculation & Suggestion RE: Knarrs

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Speculation & Suggestion RE: Knarrs

Postby Lunarius_Haberdash » Sun Feb 03, 2019 8:25 pm

Knarr's, by all (lack of) information available, are likely still able to teleport home. Given certain mechanics in play, I would like to suggest that (if they can) they are not able to teleport home across oceans just like you can't Charter stone. I'd rather see this option removed completely, but it would at least be a middle ground between retaining home-ground usefulness, but make intercontinental trade challenging.
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Re: Speculation & Suggestion RE: Knarrs

Postby MagicManICT » Sun Feb 03, 2019 8:30 pm

How long it take to cross an ocean? 10 minutes in a knarr? If so, I could vote for this. If it takes half an hour.... I think leaving it as is is probably wiser.
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Re: Speculation & Suggestion RE: Knarrs

Postby yozzik111 » Sun Feb 03, 2019 8:34 pm

I am excited if there will be no way to teleport across deep salt water except hf jumps. The whole concept of continents we now have is deep and cool.

luv u JLo.
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Re: Speculation & Suggestion RE: Knarrs

Postby Granger » Sun Feb 03, 2019 8:37 pm

yozzik111 wrote:I am excited if there will be no way to teleport across deep salt water except hf jumps. The whole concept of continents we now have is deep and cool.

luv u JLo.

My prediction: it'll be abused with cupboard alts that leash dozens of pack mules.
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Re: Speculation & Suggestion RE: Knarrs

Postby yozzik111 » Sun Feb 03, 2019 8:38 pm

Granger wrote:My prediction: it'll be abused with cupboard alts that leash dozens of pack mules.


Indeed, we don't deserve nice things with this mindset.
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Re: Speculation & Suggestion RE: Knarrs

Postby Lunarius_Haberdash » Sun Feb 03, 2019 9:02 pm

MagicManICT wrote:How long it take to cross an ocean? 10 minutes in a knarr? If so, I could vote for this. If it takes half an hour.... I think leaving it as is is probably wiser.


If 2 hours is too long for you to go and commit to a trading volume that justifies a Knarr, do you even trade dude?
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
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Re: Speculation & Suggestion RE: Knarrs

Postby MagicManICT » Sun Feb 03, 2019 10:32 pm

Lunarius_Haberdash wrote:If 2 hours is too long for you to go and commit to a trading volume that justifies a Knarr, do you even trade dude?

No, I don't trade. I pirate. yarr!

Let's say it took 4 hours to cross the map on foot in w10. Land mass is supposed to be about the same size in w11 with a lot of water in between. Given the speed of a knarr compared to foot, do you really think it's going to take two hours to cross a body of water, let alone the world?

I see a few players playing hard core transport and trade spending hours a day hauling other people's goods around. For the most part, the rest of the community isn't going to deal with it. They'll stay local and pay for the price differences of having a trader visit them.
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Re: Speculation & Suggestion RE: Knarrs

Postby loftar » Sun Feb 03, 2019 10:38 pm

Lunarius_Haberdash wrote:I would like to suggest that (if they can) they are not able to teleport home across oceans just like you can't Charter stone.

I don't quite see why. Given that you have to make the actual travel from the dock to the other side, teleporting to the dock only saves half the journey (the way home also being the most boring part of it). As such, I don't really see that removing that ability would change anything qualitatively.
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Re: Speculation & Suggestion RE: Knarrs

Postby MagicManICT » Sun Feb 03, 2019 10:46 pm

loftar wrote:I don't quite see why. Given that you have to make the actual travel from the dock to the other side, teleporting to the dock only saves half the journey (the way home also being the most boring part of it). As such, I don't really see that removing that ability would change anything qualitatively.

Point is to use the teleport with the goods so you're less likely to get waylaid and robbed and/or killed. There's no road to break to waylay a ship loaded with goods, and ideally their home port is somewhere that's going to be protected, so waiting for them at the dock probably isn't going to be ideal.
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Re: Speculation & Suggestion RE: Knarrs

Postby loftar » Sun Feb 03, 2019 10:50 pm

MagicManICT wrote:Point is to use the teleport with the goods so you're less likely to get waylaid and robbed and/or killed.

That's an interesting enough point, I guess.That being said, it's also true that I can only realistically do that ocean check on charterstones since their positions are static, so I don't think it's realistic to do so with knarrs, whether I want to or not. It would of course suck a bit to diminish the benefits of piracy, however. Not sure what to think. Disable teleporting with loaded knarrs, perhaps?
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