Too few Mines

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

Re: Too few Mines

Postby Numenor » Thu May 20, 2010 2:47 pm

Haha i find you :mrgreen:
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Re: Too few Mines

Postby Griegor » Thu May 20, 2010 5:23 pm

Jorb,
The critical mass factor has more effect in pure pvp population such as darkfall or pirates of the burning sea. It is less relevent since your game has ample numbers of farmers and hermits. If for example there was (god forbid) a mass migration of pvp clans to haven, then my assertion would be more of a factor I think.

That being said, I do think players need more incentive to travel. Even somthing as simple as the ability to build roads faster than now might help.
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Re: Too few Mines

Postby Blxz » Thu May 20, 2010 5:57 pm

Permanent trade routes are difficult to set up except between 2 villages within warping distance. But the main thing is of course mass availability of resources. Currently only high clay (and to a lesser extent soil and water) as well as gold/silver are the only really scarce resources. Everything else is fairly easy to get with a bit of patience and dedication. Regional resources coupled with a much easier way of moving those resources is what is really required for a system of towns to develop linked by trade.

Wagons are a good start and rafts are a step in the right direction but rivers are still a pain in the arse to cross. To break up the raft you need a boat to get the deepwater pieces. But boats cannot be put inside wagons so you are left with the same issue of having to build a boat at every river crossing or to carry it by hand the slow way. Essentialy this is not an improvment that will facilitate long term trade.

Furthermore the current inability to use carts with waypoint markers hinders smaller scale resource movement. Boats and teleportation are still the main method.

Being able to store an empty boat in a cart or wagon space (or even a 2x2 space, or possibly a new boat type 'canoe' with no storage capacity and made out of hides) would be one solution, one that would favour the raft method of crossing water. The other way is to eventually implement a more permanent river crossing solution. This would favour roads and regular trade networks rather than one off bulk trades form wagons. Whether this be done by natural fords, causeways that block boats and require them to be lifted out and around or large scale bridges that can allow boats under them is irrelevant.

Whichever method is chosen as the long term trading style, there is work that needs to be done. And it needs to be coupled with regionality to further promote realism and trade. This is somehting that I do not expect before the next world at the very least though.
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Re: Too few Mines

Postby theTrav » Thu May 20, 2010 11:05 pm

Someone needs to build a road from Soddom to BottleNeck, that'd be a mega project.

Unfortunately without bridges it's a bit of a non project
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Re: Too few Mines

Postby sabinati » Thu May 20, 2010 11:22 pm

they can just go along supergrid borders for the most part
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Re: Too few Mines

Postby theTrav » Thu May 20, 2010 11:31 pm

That's a good point... maybe my next project ^_^

Assuming of course the super powers don't object
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Re: Too few Mines

Postby KillerofLawyers » Fri May 21, 2010 2:30 am

I've fancied making a road myself. If you put palisades up near river crossings to store boats/rafts in then it could be done fairly easily. The main issue of course is that roads don't offer any benefit to using a wagon.
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Re: Too few Mines

Postby sabinati » Fri May 21, 2010 3:15 am

well they make it easier to see where to go, and gets the trees and boulders out of the way
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Re: Too few Mines

Postby DatOneGuy » Fri May 21, 2010 7:12 am

KillerofLawyers wrote:I've fancied making a road myself. If you put palisades up near river crossings to store boats/rafts in then it could be done fairly easily. The main issue of course is that roads don't offer any benefit to using a wagon.

No need to actually move, looks nice, people know where they're going.

The only real problem is that carts can't use milestones properly, nor can wagons.

Boathouses are great, and actually if you make sure you go check the house every week or so and repair it, it is a very simple method of keeping boats to gather the pieces. :P
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Re: Too few Mines

Postby theTrav » Fri May 21, 2010 8:54 am

KillerofLawyers wrote:I've fancied making a road myself. If you put palisades up near river crossings to store boats/rafts in then it could be done fairly easily. The main issue of course is that roads don't offer any benefit to using a wagon.


Haven't played with wagons before... Do they move at run speed on forest tiles?

If they do then yeah, roads are fairly useless for long distances
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