The Road Goes Ever On and On

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

Re: The Road Goes Ever On and On

Postby Xcom » Mon May 27, 2013 3:13 pm

I must say that if they rework haven into some mutated Salem version and include this non-teleport mechanics I would not find myself logging in. Whats the point of playing a "haven lookalike". This is haven with all its flaws and mechanics. Rather then nuking it from orbit and making yet another failed Salem why not fix it with small tweaks.

Simply make it so crossroads have a limited range and can only be connected from crossroads inside the same village. Adding this up with a better authority system would make it clearly impossible to spam crossroads around the world like DIS currently have. This new road system would just be to much of a chore to ever be useful. People would never use it simply because of its high risk and high maintenance.

As I see it these roads would serve as a network of travel. But as experience shows meeting people in this game is a high risk event. Making roads and inviting people to camp it for a kill would just be a death sentence for anyone who uses these roads. Coupled with the fact people would easily be able to greaf/dominate areas the point of roads would just be a dead mechanic.

Edit: One other thing to note is the fact that haven worlds are larger. Making it take time to travel would isolate trade to your local area. But the problem is that this is not EvE-online where there are 200k players playing on the same server and local trade is as rich as in the central hubs as in the outskirts. If you really like the idea of spread out trade EvE-online might be the game for you. But I don't think anyone would trade in this game if they only could sell there goods to the 20-30 noobs living in there direct area. Traveling huge distances for higher Q materials would be to risky. I mean I would never transport 5 LCs of apple pies for some Q boards over the whole world to trade with airbase living 3-4 super-grids away. I don't think airebase would keep her shop open seeing as she never got anything sold except for a few low Q slings and metals to the local noobs for 2 flotsams a week.
User avatar
Xcom
 
Posts: 1105
Joined: Wed Dec 14, 2011 1:43 pm

Re: The Road Goes Ever On and On

Postby Yolan » Mon May 27, 2013 5:05 pm

Xcom wrote:I must say that if they rework haven into some mutated Salem version and include this non-teleport mechanics I would not find myself logging in. Whats the point of playing a "haven lookalike". This is haven with all its flaws and mechanics. Rather then nuking it from orbit and making yet another failed Salem why not fix it with small tweaks.


I've never actually played Salem, so I can't really comment on what is going on there. They have some kind of 'non-teleport' mechanics?


Xcom wrote:This new road system would just be to much of a chore to ever be useful. People would never use it simply because of its high risk and high maintenance.
As I see it these roads would serve as a network of travel. But as experience shows meeting people in this game is a high risk event. Making roads and inviting people to camp it for a kill would just be a death sentence for anyone who uses these roads. Coupled with the fact people would easily be able to greaf/dominate areas the point of roads would just be a dead mechanic.


I absolutely agree that people wouldn't use such a mechanic if it is high risk. I wonder though if the danger that currently exists with meeting people could be lowered in some way in a future version of Haven.

For example, there could be major crossroads that start and end in towns which are designed differently to the current village mechanic. Suppose that in towns non-residents could apply to become temporary residents (providing they have not been designated outlaws or some such) simply by accessing an option from some kind of sign by a gate (again, not a gate as we know it). Agreeing to be a temporary resident could have the effect of giving you tresspass and theft rights, as well as removing your ability to engage somebody in combat (although you could defend against a person if they attacked you). Assume that public space in towns is protected from theft via something like personal claims. Going back outside the walls and leaving the influence of the village would remove the temporary resident status.

Anyhow, imagine in such a system that you can get directly into such a town by way of a major crossroad from another town. Hence, hopping from town to town with minimal danger could be a reality, and trade could be facilitated better. The desire to set up road networks of course only makes sense if there are other mechanics of the above sort or something similar that can allow people, in certain areas, to be fairly safe.



Xcom wrote:Edit: One other thing to note is the fact that haven worlds are larger. Making it take time to travel would isolate trade to your local area.


I guess this is kind of the point, making distance meaningful. The problem is the sweet spot I think. For example, lets say that via cart, I could cross a super grids distance in a few minutes. Why not instantly? I guess because it makes sense that if two people left from the same town at the same time, but to destinations of different remoteness, they would arrive at different times. Maybe a remove settlement is under attack and you want to send help, but it will take ten minutes for you to arrive. Also, if there is an ability to halt people mid-travel you might interrupt those reinforcements. I have to admit that a highwayman like ability might simply ruin the road mechanic all together, but I'm not sure exactly. I'm imagining a world that has mechanics for supporting actual civilizations (small kingdoms, etc) beyond the current village set up. So maybe in such a world people could keep their roads patrolled. Being a highway man could be rewarding, but also risky. What is to say that the next time you waylay a milestone you wont get a bunch of armed soldiers? If you were a merchant doing some trade you might also want to hire a strong person to guard you on your journey to a remove area and back.

Xcom wrote:I mean I would never transport 5 LCs of apple pies for some Q boards over the whole world to trade with airbase living 3-4 super-grids away. I don't think airebase would keep her shop open seeing as she never got anything sold except for a few low Q slings and metals to the local noobs for 2 flotsams a week.


No doubt. But again I'm thinking of this mechanic as one piece of the puzzle of a redesigned game where things are v. different to now. Maybe you can travel 3-4 super grids without that much time, do your trade, and be home again with half an hour.

I just want to say again that I would never suggest the above roads mechanic as something slapped onto the existing game. That would not work at all, and I'm well aware of that.
User avatar
Yolan
 
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

Re: The Road Goes Ever On and On

Postby Arcanist » Mon May 27, 2013 5:32 pm

Yolan wrote:
Xcom wrote:I must say that if they rework haven into some mutated Salem version and include this non-teleport mechanics I would not find myself logging in. Whats the point of playing a "haven lookalike". This is haven with all its flaws and mechanics. Rather then nuking it from orbit and making yet another failed Salem why not fix it with small tweaks.


I've never actually played Salem, so I can't really comment on what is going on there. They have some kind of 'non-teleport' mechanics?

You can teleport from your homestead (HF) to botson (non pvp town) with a full inventory, but not a lifted object

You can teleport from botson to your homestead with a full inventory, but not lifted object

You can teleport to your homestead from anywhere in the world, but only naked with an empty inventory

A key is bound to a person, so even if the key is stolen, nobody else can use it.

No crossroads.
User avatar
Arcanist
 
Posts: 2664
Joined: Mon Mar 19, 2012 2:01 pm

Re: The Road Goes Ever On and On

Postby SuperNoob » Tue May 28, 2013 5:01 am

Yolan wrote:I am thoroughly confused. Did you not just ask me to address that paragraph in your previous post?

only thing I can say to that is read my first post:
...
read that(not reread since apparently you never have), especially the 1st major paragraph


As I already had addressed it, I quoted where I had.

so what you're saying is you just skim posts and ignore most of whats written? the part of my post you quoted there was only about 1/5 of my total post and once again you take what you want from my post and reply ignoring any parts of it that show the flaws in your idea...
lets try this, I'll bring up issues 1 at a time instead of all at once then you can try to respond to them with how it wouldn't be a problem with your idea(sorry mods about the following multiple posts I'm going to make)
SuperNoob
 
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: The Road Goes Ever On and On

Postby SuperNoob » Tue May 28, 2013 5:02 am

Yolan wrote:- Then you make up in your mind your own version of what my idea is.

Yolan wrote:Sure, but I don't think the details matter so much as the general idea

Yolan wrote:Sure, so if somebody says 'how would said feature deal with problem X' I could make a possible suggestion, as opposed to 'this idea won't work because x'.

so you make a general idea but when someone doesn't like your general idea because of a specific problem it causes its not your idea, but you still want them to bring up specifics?
SuperNoob
 
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: The Road Goes Ever On and On

Postby SuperNoob » Tue May 28, 2013 5:03 am

Yolan wrote:You're repeating yourself. Currently, we are immortal when shown sleeping in a bed. This. Sleeping avatars could simply have no hit box, if that's not currently the case.

I repeated myself 3 times and this is the first time you've responded to it. when someone is sleeping in a bed press A-Y(adventure destroy) then click them and poof they're gone...they are not immortal and neither is their bed. if that person HAS to be there then this won't work.
SuperNoob
 
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: The Road Goes Ever On and On

Postby SuperNoob » Tue May 28, 2013 5:03 am

as to not having a hitbox when logged out: what about early world play when you have a house but no claim(or even with a claim but before your palisade is complete) and sleep in a leanto in front of your house to keep others out? you will break early game security if you remove the hitbox of a sleeper.
SuperNoob
 
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: The Road Goes Ever On and On

Postby SuperNoob » Tue May 28, 2013 5:04 am

also what of random noobs sleeping on your land? now we can break their HF and put something where they're sleeping(after we break the bed of course) and they have to log on somewhere in the wilderness...if they HAVE to be there then what stops a person from making a few thousand alts all over the world and just leaving them making it impossible to make a secure base? don't say noone will do that, 99.999% of the people who play this game enjoy griefing atleast a little...CLICK HERE and make sure you read NaoWhut's post in there
SuperNoob
 
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: The Road Goes Ever On and On

Postby SuperNoob » Tue May 28, 2013 5:04 am

ask yourself some simple questions about your idea(my thoughts in parenthesis):
how much fun is this idea going to bring to the game(I can't see that it is)
if this idea is added to the game will it improve gameplay(looks like just more grind to me for CRs)
is it worth it to add this to the game(seeing that its just more grind and no fun I say no)
SuperNoob
 
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: The Road Goes Ever On and On

Postby Yolan » Tue May 28, 2013 5:13 am

so what you're saying is you just skim posts and ignore most of whats written? the part of my post you quoted there was only about 1/5 of my total post and once again you take what you want from my post and reply ignoring any parts of it that show the flaws in your idea...


What?

This is your original post that you keep asking me to read. All of it.

no offense, but your suggestion sucks. I'll break down why:

if people are always in the world even when logged out what stops someone from making an alt army and standing around someone's house? don't say killing all the alts, because they've committed no crimes and shouldn't be able to be killed just because they're there. not only that but if someone commits a crime and has no HF would you then be able to summon them anywhere? how would a criminal stand any chance of escape? as far as that goes if you're village is being raided and you defend it what keeps you alive since you're now leaving scents and can't build a HF?

removing CR from the game is a bad idea. its true they get misused at times, but they serve a very important function. imagine how you'd feel if you had to carry a boat from your house to water and you don't live right on a river(30 minute walk each way), and only had 2 hours to spend online...thats 1/2 of your online time spent just carrying a boat, once you're actually at the river and on your way to hunt/forage/visit a friend you realize its just not worth it.

to sum this up: there comes a point where you have to ask yourself how fun is an idea, if my idea is added to the game will it ruin the game for a lot of people. with your idea its not fun, and it would make this game impossible to play beyond midgame.


And this is what I quoted and responded to. The parts in bold.

no offense, but your suggestion sucks. I'll break down why:

if people are always in the world even when logged out what stops someone from making an alt army and standing around someone's house? don't say killing all the alts, because they've committed no crimes and shouldn't be able to be killed just because they're there. not only that but if someone commits a crime and has no HF would you then be able to summon them anywhere? how would a criminal stand any chance of escape? as far as that goes if you're village is being raided and you defend it what keeps you alive since you're now leaving scents and can't build a HF?

removing CR from the game is a bad idea. its true they get misused at times, but they serve a very important function. imagine how you'd feel if you had to carry a boat from your house to water and you don't live right on a river(30 minute walk each way), and only had 2 hours to spend online...thats 1/2 of your online time spent just carrying a boat, once you're actually at the river and on your way to hunt/forage/visit a friend you realize its just not worth it.


to sum this up: there comes a point where you have to ask yourself how fun is an idea, if my idea is added to the game will it ruin the game for a lot of people. with your idea its not fun, and it would make this game impossible to play beyond midgame.


This is 1/5th of your post?
Last edited by Yolan on Tue May 28, 2013 5:19 am, edited 1 time in total.
User avatar
Yolan
 
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 0 guests