Make Teleportation Sorta Like Milestones Except Not

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

Re: Travelling

Postby Brickbreaker » Mon Jun 07, 2010 6:51 pm

Who says limited trade range is a bad thing?
It would give way to actual merchants and things would go up in value.
Besides his idea is implying that you won't have to walk long distances by yourself, but instead just set your character on a route and wait till he arrives.
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Re: Travelling

Postby sabinati » Mon Jun 07, 2010 7:26 pm

gameplay trumps realism. specifically, the ability to teleport trumps being forced to take a long journey to someplace you go often.

anyone in favor of the removal of teleportation: if you don't like it, don't use it. there are times when i want to take the slow way back from a journey (more foragables to find, animals to hunt, exploring, etc etc etc) and times when i just want to pick up my boat and go home. i don't want to have to leave my boat unsecured in the wild because i don't have time to take the trip back to my claim/village.
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Re: Travelling

Postby Potjeh » Mon Jun 07, 2010 7:44 pm

Instantaneous travel isn't the problem, topography-ignoring travel is. IMO roads and rivers (and lighthouses, when we get seas) should replace the current fast travel system. They should also allow instant travel, but the difference here is that you can't teleport through walls and that these lines can be cut by highwaymen or besiegers. Waylaying travellers is a staple of banditry, and the current fast travel system makes it impossible.

Limiting fast travel to specific routes would make for a more heterogeneous world, as people would settle near major roads and leave large tracts of untouched wilderness. It'd also allow for truly remote areas to exist, for those that prefer a URWesque play-style. More concentrated civilization would also lead to more interaction between people. I think all of these are good things.

Of course, there's some things that need to be changed first. Keys, for example, need to go, because this system would mandate use of gates. I mean, what the hell, did medieval towns hand city keys to every single citizen?
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Re: Travelling

Postby MountainReverie » Mon Jun 07, 2010 8:16 pm

Brickbreaker brings up a good point. Slow or slower travel would adversely affect the way trading happens. That may be good, or bad. I tend to think the former, only because I like realism, but I don't know much about the current system of trade. It should go without saying then, that I would disagree with the gameplay over realism argument. Both have flaws and advantages depending on whose point of view you examine. It is hardly universal.

Potjeh: Very intriguing idea; it would be difficult (maybe?), but very cool to have it implemented. I still have a hard time getting over the instantaneous bit. It just seems odd to me. What would you say to having a travel elapse over a time period proportional to the distance of the journey? Possibly this method could incorporate a faster travel speed as well, as suggested by ThirdEmperor. I imagine it being similar in UI as say, chopping of wood, or completing in task. A timer would appear and when finished, you would be at your destination. It is a method used all the time in games, aka'd as 'fast travel.' The compromise, for me, would be that fast traveling would take fewer in-game minutes or hours or days (...) than it would if walked normally. Substantially fewer.

sabinati: This is not necessarily 'in favor' of removing teleportation, just rethinking it. That is all. A friendly discussion about how to incorporate as much of everyone's wants and needs into a system that works.
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Re: Travelling

Postby Potjeh » Mon Jun 07, 2010 8:41 pm

If it takes more than a RL minute, no thanks. The limitation should be Travel Weariness. Currently it's not, because of the way booze works, but I think it would work well if drunkenness was tweaked a bit.
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Re: Travelling

Postby VowOfSilence » Mon Jun 07, 2010 8:46 pm

Good topic, although the OP's suggestion is not that usefull imo.

One of the main benefits of removing fast-travel is that you'll have ambushes by bandits along trading routes. Traders will want to get bodyguards if they're carring lots of valuable goods. If your char remains in the world after logging out, the risk of getting ambushed while offline is too high. If your char gets removed while traveling, it kinda defeates the whole purpose imo. It really sounds like a "realism over gameplay"-thing, then.

Of course, removing fast-travel would have to be coupled with more incentive to become a trader in the first place, like regional quality benefits for goods, climate and stuff like that. Right now, trading just isn't that essential unless you don't have a mine (and not having a mine is mainly annoying).


My suggestion would be to keep fast-travel, but limit it's usefullness for trading:
- No fast-travel while lifting objects.
- No fast-travel to unknown locations. Players need to "unlock" every location by visiting it.
- Travel Weariness depends on how much you carry in your inventory.

The downside is that lots of players could still simply fast-travel with an inventory filled with high-value objects. Not sure what can be done about that.
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Re: Travelling

Postby Avu » Mon Jun 07, 2010 8:52 pm

The faggotry in this this thread is simply... Go fucking play some real life if you like realism so much.
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Re: Travelling

Postby Potjeh » Mon Jun 07, 2010 8:55 pm

What's with the "no carrying stuff" gimping? I want to fast travel with a god damned wagon!

And yeah, I'm suggesting you just warp to your destination, *but* if somebody blocks the road you're using you drop out of warp at the roadblock. If there's nobody there, you can just remove the block and continue, but if there's highwaymen there you've got yourself an ambush.
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Re: Travelling

Postby Brickbreaker » Mon Jun 07, 2010 8:58 pm

Potjeh wrote:What's with the "no carrying stuff" gimping? I want to fast travel with a god damned wagon!

And yeah, I'm suggesting you just warp to your destination, *but* if somebody blocks the road you're using you drop out of warp at the roadblock. If there's nobody there, you can just remove the block and continue, but if there's highwaymen there you've got yourself an ambush.


Sorry but I don't understand. If you're warping then how can someone block your way?
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Re: Travelling

Postby Potjeh » Mon Jun 07, 2010 9:00 pm

You need a road to warp. The road can be blocked. The game checks for any blocks on the road you're using. If there are none, you warp to your destination. If there are any, you warp to the first roadblock. Do I need to draw a picture or something?
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