Avu wrote:To get the same exponential cost of large jumps, I recommend having the cost per second have a ticker that ticks up as you're traveling, and ticks down as you are not traveling
So I'm like traveling on my pimp wagon and my ticker goes way up and I like have to stop and then do ehm what? Alt tab until it cools down? I mean if it followed the same drink some wine I'm right back up I could get with the program but your suggestion is simply nonsensical. You still need to get to wherever the fuck you need to get, doing other stuff in the middle of fucking nowhere on some lame road is not going to happen because you have to protect the stupid cart and there really isn't much to do forcing you basically to not even not play but to alt-tab.
Yeah, if you're going to make a long trip you're going to have to make pit stops along the way.
My suggestion here doesn't give you any less range than you already have with your teleports, in fact it gives you more range if you're able to plan your journey out to have pit stops along the way.
I suppose it's not really critical to enforce that, as longer distances are going to take more time to travel anyway, I just figured it'd be a good way to get people meeting at pit stops etc.
There can be a whole mechanic around building stuff to make that ticker cool down quicker on your pit stops (which also encourages people to stop at the same place and share that infrastructure)
Avu wrote:Something would also have to be done to handle the big hole you have to poke in village security by letting people walk in and out.
Like what? I can basically hide behind a gate or a tree or whatever and there is absolutely nothing one can do to prevent me from entering a village that opens up the worse than useless gates. Having keys makes it like 10 times easier. I don't even need to sprint in for the gate I just need to kill the noob that just got out of it.
I definitely agree with you that the current implementation of keys is pretty pov. Jackards Idea of permission based keys is probably going to make you the happiest. I reckon levers and timed openings (close after x seconds) would also work reasonably well to replace keys (players place the lever when building the gate)
As for someone being able to hide near the entrance... Come on man, that's not hard to take care of.
Build your gate on the south side of town, clear cut anything in sight of the walls (don't you already do that to stop stealth rams?) and if you're super paranoid, use Darki's hacked transparancy client.
Avu wrote:What do you get out of your wagon crap that you don't get out of teleportation?
I didn't intend to suggest that a wagon was required to use this mechanic
Avu wrote:Silly people wasting weeks building useless roads?
I didn't intend to suggest that road building was 100% required to use this mechanic.
I know I mentioned carts and roads, because the current implementation is annoyingly broken, and I do think that roads should have a positive effect. But I don't think it should be a must have for fast travel.
Avu wrote:It would rob me yet again of my ability to do whatever the fuck I want when I want without it feeling like work. If I need to build up a fucking road 5 grids away just because the would be trader that has gold is located there who when he sees his road done decides that he won't sell gold to you after all because let's face it you can like make thanes with that I will say fuck this I'm gonna play something else something that is actually fun...
That example seems pretty incoherent avu... You're going to go 5 grids to go to a trader that won't trade with you? What? I also want to point out again that building a road that far shouldn't be necessary, however some sort of infrastructure would be (mile stones) and yeah, crossing 5 grids with them should probably take a while.
Avu wrote:You seem stupidly focused on just the retarded realism aspect and you close your mind to the larger picture.
The main motivations I gave was for encouraging more use of the map space, more chance encounters and interactions with other players. I think you're making an incorrect assumption that realism is my driving force in this particular suggestion.
Avu wrote:You did the exact same thing with stockpiles. "Remove signs remove signs storing stuff in signs is EVIL, it offends my sensible nature looms everywhere baawww" until I think jackard pointed out that signs are actually stockpiles without the fucking graphics.
Re-read that thread, maybe start at the end and go backwards.
My stance was, and still is, that sign traps are ugly, stick around too long and I don't like em as a mechanic.
Someone brought up that making sign traps decay has a negative impact on people who want to use signs as stockpiles.
I feel that using signs as stockpiles is a work-around for not having proper stockpiles. Stockpiles should not be tied to sign trapping.
Regardless, I don't see this topic as having anything to do with signposts and stockpiles