Minimum TW is a pain in the ass

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

Re: Minimum TW is a pain in the ass

Postby Windforce » Fri Oct 22, 2010 5:27 pm

I agree with ElGato, I drink so much wine just warping around my village I have build a wagon next to my Main CRs with nothing but wine and like 6 glasses so i dont have to keep refilling it.
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Re: Minimum TW is a pain in the ass

Postby DatOneGuy » Fri Oct 22, 2010 7:58 pm

Just make some different system for short travel with a minimum space between them like milestones so you connect a shortdistance system but can 'warp' to any of them like CRs, allow a lower minimum for these. That way you can't just take it to a point outside of the system to warp to and can at least use that with a minimum of like 1% or 5% inside the village.

The problem with the 10% is that it's not a concrete number so all this time I put into raising AGI means nothing except that I can now jump an SG for 10% instead of just a minimap for 10%, it's still 10% for all the meaningful short jumps that people make day to day.

Carts are retarded, wagons don't fit through gates, if you keep all your ovens and other such things close to you then they're not 'village' which makes more work for a village and removes the teamwork from it.

Each person takes too much space because most things are things that every person will have to do like farming, raising cows, and making cheese, these all take up a decent amount of room and if each person lives even with just a 35x35 plot and you have good 'roads' inbetween not everyone will live within 140 tiles of the ovens and that right there at runspeed with a cart is too much of an annoyance. Loading things into carts/wagons is more clicks than before and more annoying (for wagons I see the use, not for carts/boats, could care less), moving with them is geniuinely annoying except wagons, but wagons can't fit through gates, so are just as bad. Moving with just items in your inventory is not worth that 140 tile trip. The only way around it to make it worth it and not take 50 million hours is to teleport.

theTrav wrote:How about just replacing the need to move about and run the whole game from a menu?

in fact lets work towards streamlining out all of those annoyances and be more like this game http://www.progressquest.com/

How subtle.
Movement is a pain in the ass, moving long distances is a pain in the ass, moving the same distances constantly is a pain in the ass. I doubt there are any villages around that don't make use of CRs to jump from meaningful places like Ovens, Idol, personal plots(out only), Smelters, Farms, cooking areas, all that stuff. Anywhere you have to go with more than your inventory that's within the SG is always better off done with a boat over your head unless it's within 50 tiles.
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Re: Minimum TW is a pain in the ass

Postby theTrav » Fri Oct 22, 2010 10:20 pm

DatOneGuy wrote:How subtle.
Movement is a pain in the ass, moving long distances is a pain in the ass, moving the same distances constantly is a pain in the ass. ...SNIP... Anywhere you have to go with more than your inventory that's within the SG is always better off done with a boat over your head unless it's within 50 tiles.


Fair point, my response was pretty crap, I should have put more thought into how to fix the problem rather than how much I disliked the solution.

Ok, so how about:
1 - WASD movement / auto travel (not the same as fast travel, more like the milestone system except something that actually works)
2 - Fix carts and wagons so they are more convenient to use
3 - Come up with something that allows moving carts and wagons in and out of walled compounds without damaging security
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Re: Minimum TW is a pain in the ass

Postby Neptjunoue » Fri Oct 22, 2010 10:24 pm

I suggest making it a diminishing return for agility below 10% with the agility needed of getting to 0% infinite.

Alternatively we can revamp the current fast travel with a Fallout style fast travel each character representing a dot and able to look at different zooming point to see how precise you want to move, either a localized map method or a global view. However this might be a rather radical change to the more "instantaneous " means people are used to.

[quote=theTrav]How about just replacing the need to move about and run the whole game from a menu?

in fact lets work towards streamlining out all of those annoyances and be more like this game http://www.progressquest.com/[/quote]

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Re: Minimum TW is a pain in the ass

Postby spectacle » Fri Oct 22, 2010 10:49 pm

I would think it's pretty fucking obvious that minimum TW is a pain in order to discourage short range jumping. The system seems to work as intended.
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Re: Minimum TW is a pain in the ass

Postby hfacktor » Fri Oct 22, 2010 11:11 pm

spectacle wrote:I would think it's pretty fucking obvious that minimum TW is a pain in order to discourage short range jumping. The system seems to work as intended.

But it's a pain in the ass!!! :cry: (Seriously read the OP, he says it like 15 times)
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Re: Minimum TW is a pain in the ass

Postby DatOneGuy » Fri Oct 22, 2010 11:21 pm

theTrav wrote:
DatOneGuy wrote:How subtle.
Movement is a pain in the ass, moving long distances is a pain in the ass, moving the same distances constantly is a pain in the ass. ...SNIP... Anywhere you have to go with more than your inventory that's within the SG is always better off done with a boat over your head unless it's within 50 tiles.


Fair point, my response was pretty crap, I should have put more thought into how to fix the problem rather than how much I disliked the solution.

Ok, so how about:
1 - WASD movement / auto travel (not the same as fast travel, more like the milestone system except something that actually works)
2 - Fix carts and wagons so they are more convenient to use
3 - Come up with something that allows moving carts and wagons in and out of walled compounds without damaging security

I'm a fan of WASD movement period, always have been probably always will be.

Some points about fixing carts/wagons:
Carts hold too little
Wagons are weird to navigate
You should be able to open chests and such while they are inside the wagon/cart, because taking them out to fill them, putting them back in, too much clicking, no thank you.
The gates as you point out in 3, having to use them to leave the village? Hell no. I usually keep my personal gate locked and give people I trust enough some CR signs into my plot. The problem is besides warping over walls or using some weird-ass-system, how do you get that done? It's been over a month since wagons were released and we still don't even have gates that allow them in/out, and I doubt we will for some time.

Wagons and carts need to be fixed, yes, but even then they are just no match for jumping, jumping with a boat three times is still faster than traveling that 100~ tiles with a cart. Jumping even though it's better than those options still by far, is a pain in the ass because of this minimum TW crap, making the wine doesn't bother me, having to consume it so friggin' much does. Clicking is annoying, excess clicking is more annoying. There is too much clicking.

The best thing you can do to combat all this clicking is just having an LC with 6 wineglasses and the rest of it filled with wine buckets, but even that is very annoying.

Taking my thanes on/off while I could see it as 'cheating' and I understand it wasn't intended was at least:
1)Less clicking
2)Less bothersome

Something that you can just keep on you to reduce TW would be so much nicer, perhaps a tobacco sack attached to the belt and you can light up via hotkey, I don't honestly care what it is, but something better than what we got.
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Re: Minimum TW is a pain in the ass

Postby hfacktor » Fri Oct 22, 2010 11:53 pm

I don't think you get it...

Fast travel in general is merely meant as a way to combat the sheer magnitude of the world map. It in no way is meant to be used to save time traveling back and forth across regional distances. The fact that there is a minimum TW% in place just proves that jorb/loftar felt that teleportation could be abused in such a manner and are guarding against it. I've always been a fan of making things more convenient/enjoyable and not being such a stickler for making things "historically accurate", but it really just sounds like your playing habits are on the extreme end of the spectrum and you're just trying to abuse the already in place system in order to make your everyday tasks less tedious.
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Re: Minimum TW is a pain in the ass

Postby DatOneGuy » Sat Oct 23, 2010 12:03 am

hfacktor wrote:I don't think you get it...

Fast travel in general is merely meant as a way to combat the sheer magnitude of the world map. It in no way is meant to be used to save time traveling back and forth across regional distances. The fact that there is a minimum TW% in place just proves that jorb/loftar felt that teleportation could be abused in such a manner and are guarding against it. I've always been a fan of making things more convenient/enjoyable and not being such a stickler for making things "historically accurate", but it really just sounds like your playing habits are on the extreme end of the spectrum and you're just trying to abuse the already in place system in order to make your everyday tasks less tedious.

I don't think you get it..
Games are meant to be fun, repetitive clicking just to get somewhere to then do whatever you have to do there? Not fun.

What is the reason for making someone travel? Because you feel they have to? Instant travel will eventually be done away with and fast travel will be put in it's place and then what? Maybe it won't be as many clicks, and you won't have to worry about TW crap, but as of now it just makes things boring, warp here, warp there. Maybe if I was a hermit everything would be next to each other and there would be no need for warping, but that's no the case and other mechanics get in the way of making that even close to possible in a village, if your village isn't modular and each person has his own wall around his own plot, you're left way too vulnerable, gates suck so you have to warp in/out, you need walls around everything to minimize damage of an invader.


In other words: It's all bullshit, and it all comes down to warping, warping sucks because it's too much clicking, which makes everything else kinda suck. It wouldn't be a big problem if you didn't have to warp around 5million times an hour.
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Re: Minimum TW is a pain in the ass

Postby ElGato » Sat Oct 23, 2010 1:56 am

spectacle wrote:I would think it's pretty fucking obvious that minimum TW is a pain in order to discourage short range jumping. The system seems to work as intended.

I don't normally even give a shit about small jumping.
But, now that I am the one making my own wine (lol) it sucks using 10l of q160 wine in 5 hours just because you are having a busy day around the village :(
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