Make Teleportation Sorta Like Milestones Except Not

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

Make Teleportation Sorta Like Milestones Except Not

Postby ThirdEmperor » Mon Jun 07, 2010 1:25 pm

Teleportation is at the same time completely necessary and one of the least like features in the game, I believe I have come up with a solution that works for both sides.

Crossroads are replaced by "Waypoints", Waypoints can be built anywhere except inside a cave, mine or house. Waypoints MUST be named when created, and two Waypoints can be linked by enter their names into each other.

Once two Waypoints are linked you can select Travel to: "[Waypoint's Name]" from the other Waypoint. Once this is done you will begin to walk towards the selected Waypoint.

What makes this different from a Milestone is that when using a Waypoint you continue to walk even while logged off until you reach your goal.This would allow you to travel from city to city without having to spend the whole time clicking, you simply select a Waypoint and log off.

In order to still make normal travel viable, Waypoint Travelling would require Travel Weariness to work, kicking you out of autotravel mode if your Weariness hits 100%.

You would also be able to build objects called Signposts along the route between the two Waypoints, anyone can click on a signpost to Waypoint Travel to any of the connected Waypoints, but you cannot stop at a signpost.

Of course, your char wouldn't actually be walking through super grid after supergrid, the game would simply record how many tiles you moved since you were last on and put you that far up the trail.
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Re: Travelling

Postby Avu » Mon Jun 07, 2010 1:46 pm

Glad to see you're still an idiot. So to be able to play the game you have to NOT play the game! That's like smart and new except it's neither. Other retards have tread that path before you.

Also rivers.
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Re: Travelling

Postby ThirdEmperor » Mon Jun 07, 2010 1:57 pm

Yeah, but you diss everything. I don't regard clicking in one direction for hours "playing", and I doubt anyone who has recently walked three or four SGs does either.
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Re: Travelling

Postby Avu » Mon Jun 07, 2010 2:01 pm

Look no matter how much you faggots hate teleportation it's what keeps the game from turning into a complete isolation fest.
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Re: Travelling

Postby Blxz » Mon Jun 07, 2010 2:03 pm

ThirdEmperor wrote:Yeah, but you diss everything. I don't regard clicking in one direction for hours "playing", and I doubt anyone who has recently walked three or four SGs does either.


No, but how often do people travel long long distances? Your idea is only useful for when moving to a new town or doing some long distance trading. The vast majority of teleporting is done within and around your village. Now you expect me to do that and then log off for a few minutes each time I want to port back home? Bzzt. failed idea. Interesting concept but needs more work.
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Re: Travelling

Postby ThirdEmperor » Mon Jun 07, 2010 2:09 pm

You don't have to log off, you can choose not to if yur only going a short distance. You should probably also be able to Waypoint Travel to your village idol and HS without needing a Waypoint.
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Re: Travelling

Postby Brickbreaker » Mon Jun 07, 2010 3:31 pm

I like the idea of travelling long distances automatically while logged off.
I don't know whether this would be a problem or not, but won't calculating paths of long distances be too resource intensive for the server?
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Re: Travelling

Postby ThirdEmperor » Mon Jun 07, 2010 3:39 pm

Come to think of it, you should move a triple speed when moving inside a single minimap. That would make moving between your claim and your village and other short distance trips easier.
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Re: Travelling

Postby MountainReverie » Mon Jun 07, 2010 5:52 pm

I like the idea and it amuses me to hear such careless debate on the matter.

Teleporting doesn't fit into the setting, in my opinion. Or rather, instantaneous teleporting doesn't fit. If there was a method to calculate the distance being traveled (in a straight line, ignoring all objects in-between) which would then make the traveling occur over a longer period of time, proportional to the distance, 'teleporting' would be much more appropriate.

Surely there is room for a compromise somewhere.
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Re: Travelling

Postby Dataslycer » Mon Jun 07, 2010 6:26 pm

Global trading is hard enough with the use of teleportation and is we did not had a central hub such as the Ring of Brodgar from world 2 and Constantinople of world three then it would be much harder still. With the removal of teleportation, it will essentially cripple trading as the benefit it gains may no longer be worth it for the additional effort it would take. If anything, it would put an indirect range limit on trading.

To give an example: let's say I have a q100 soil and q32 water while Potjeh has q45 soil and q80 water. We both would benefit greatly from trading. There is one problem though, I live in the NW edge of the world and Potjeh lives in the center. I do have the agility to get to him to initiate the trade. Now if teleportation was removed, I would have to manually go there myself. Which can take hours while as having problems such as the server crashing while I am carrying a boat.

If you are looking at it from a realism point rate, then think of it as writing it out of the story as monotonous as it would be boring as hell to do it routine.

I like the idea of travelling long distances automatically while logged off.
I don't know whether this would be a problem or not, but won't calculating paths of long distances be too resource intensive for the server?


Ideally one should not have to log off to be able to travel long distant. Albeit it can be an additional feature for those that have too low agility to teleport to a location. However it is no means a replacement.
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