Discussion on Teleportation in general

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

Re: Discussion on Teleportation in general

Postby krikke93 » Wed Jun 12, 2013 4:39 pm

No teleportation would make the game kinda awesome, but it'll be VERY hard to not have any bugs with getting stuck or abuse of getting stuck and such.
I would support it also, if we get some fast land transport like horses and shit :D
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Re: Discussion on Teleportation in general

Postby Tonkyhonk » Wed Jun 12, 2013 4:57 pm

to be completely honest, i had been kind of against teleportation for long.
but after trying salem, and then coming back to play haven again, im not completely sure now.

in salem, only homestead (hf in haven) teleport and Boston (hub town) teleport exist.
even though you could use enders to not get lost, it actually exhausted me a lot while exploring and i stopped feeling like i want to explore longer, i had to push myself hard to make me go out and wander around to forage. (im no good at directions anyways.) you can always teleport back to your homestead but with no inventory items allowed. which means, i had to walk back when i found something good that i did not wish to use at once. that makes it not so easy to hoard stuff (which i love) or simply collect resources, and made many actions into boring chores for me. (that is actually the point of it, i believe, but i couldnt say i enjoyed it tbt.)
i could always teleport to Boston, the shopping hub town, with my inventory full, so trading was no problem there. friends could always meet up there, but that was all for me. (probably wasnt for many others who enjoyed it.)
if i wanted to visit my friends place in salem, i had to walk all the way, all the time, which made me not want to visit other places, partly due to my very little playing time and the rest due to my laziness. (which is also the point of the no-teleportation, so you cant have back-up fighters too soon when you get attacked or raided. raiders could move together in groups, but the victims could never call for help from others soon enough, as i heard.)
i did like the teleportation lock with a crime buff (you get a crime buff when you commit a crime) in salem, but ive seen some new players who didnt understand the mechanics got deceived by raiders (they tell you to use criminal acts to eat and get fucked up with no heal no teleports only to be killed.)
*edit*
forgot to put; the hardest part was that i couldnt go afking in salem at all. in haven, i could just hearth home and afk or just log out at a safe spot when a phone rang or a visitor came or my cats start naughty stuff, but i could hardly do that in salem and logging out from the game while foraging could lose my way or get "cannot log back in" msg, or meet aggressive animals when logging back in. so i could only play when i knew i dont get disturbed by anything in real life.

i mean, i understand why we have this discussion, and i understand why many agree with removal of teleportations. and my opinion is not for the greater good, but just being selfish here. it has a lot to do with my playing time and my playing style, but i think i prefer haven with teleportations. i might have a different view if i were a raider or some high lvl fighter or whatever. just take this as an opinion of a mere casual player. the convenience of teleportation actually encourages me to play on.

p.s.
i should actually discuss this in salem forums, but i thought it might help you to see how my opinion changed, and i dont care how others disagree.

p.p.s.
to be fair, i did enjoy salem too and i think both salem and haven got better things in different ways.
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Re: Discussion on Teleportation in general

Postby AnnaC » Wed Jun 12, 2013 5:26 pm

For problems with getting stuck, as I stated in my winded post, since hearthfires and hearthlings are bound together in the game mysticism, hearth porting could still be kept. Personally I think Charter Stone related things should be availible as well. The main thing is removing Crossroads, as Jackard pointed out they are a placeholder for improving other mechanics like vehicles, roads, and walls.
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Re: Discussion on Teleportation in general

Postby olgeigracexD » Wed Jun 12, 2013 5:40 pm

Every teleportation should consume Numen points (teleportation is magic after all, isn't it?). Let's say 1-2 per localmap (tenth part of supergrid).
This way it would be still easy to come back when foraging around your village, but would need some effort to port at longer distances for trading, fighting etc.
I think it's a good starting point to implement the wyrd mechanics in future.
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Re: Discussion on Teleportation in general

Postby Arcanist » Wed Jun 12, 2013 7:22 pm

miraclew wrote:I'm for teleportation removal if we get that wyrd stuff, horses, etc along with it.

The only issue I think would be with situations where you can get stuck, ex exiting a cave and getting stuck on a hearthfire blocking it, logging in on land that is now claimed w/o trespassing, or any other issues that might cause a player to become stuck. While hearth teleporting does take something away from the gameplay, it does a great job at preventing players from getting stuck with no way out.



I remember in Wurm Online, some people built and maintained a prison for an enemy pvp champion (who had permadeath). In a perma dead game, prisons would be cool, and without teleportation this would be possible.
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Re: Discussion on Teleportation in general

Postby cloakblade » Wed Jun 12, 2013 8:30 pm

AnnaC wrote:For problems with getting stuck, as I stated in my winded post, since hearthfires and hearthlings are bound together in the game mysticism, hearth porting could still be kept. Personally I think Charter Stone related things should be availible as well. The main thing is removing Crossroads, as Jackard pointed out they are a placeholder for improving other mechanics like vehicles, roads, and walls.


I'd say just stick a big cast time like 10-15 seconds on HF teleporting and it should be fine. I mean I personally always want to be able to explore and then just teleport back when I have a full inventory, but I dislike the ability to quickly use it to escape an enemy.

Edit:
@Tonkyhonk: I was wondering what all they had in Salem. I never wanted to play it (it looked worse than Haven) but wonder how the game was compared to Haven mechanically and how those differences felt.
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Re: Discussion on Teleportation in general

Postby Bawhoppen » Fri Jun 14, 2013 8:18 am

Here's my old Post about Porting and it has some people's opinions and thoughts on this if anyone wants to read.
viewtopic.php?f=5&t=29971&p=386595#p386595
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Re: Discussion on Teleportation in general

Postby bmjclark » Fri Jun 14, 2013 8:43 am

If there weren't such a completely retarded amount of rivers zig zagging through the world everywhere, wagon travel might actually be fun and i personally could live without the teleportation. But as it is, it's just annoying having to have a raft to get across a river every minute or so.

(editted because i can't type at 4 in the morning apparently ;))
Last edited by bmjclark on Fri Jun 14, 2013 10:11 am, edited 1 time in total.
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Re: Discussion on Teleportation in general

Postby Jackard » Fri Jun 14, 2013 9:36 am

bmjclark wrote:If there weren't such a completely retarded amount of rivers zig zagging through the world every wagon travel might actually be fun and i personally could live without the teleportation. But as it is, it's just annoying having to have a raft to go anywhere and you pretty much have to pull the raft out every minute or so.

And more grasslands....
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Re: Discussion on Teleportation in general

Postby Deathlord » Fri Jun 14, 2013 10:10 pm

I like all idea's given here, but i LOVE, LOOOVE!!! CR's :P
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