Mapping and Travel.

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

Mapping and Travel.

Postby SynthesisAlpha » Sun Sep 27, 2009 7:58 pm

Requiring crossroads be constructed on village territory makes little sense. Yes, it should require lawspeaker/chieftan authority to build on a village, but it should not be restricted. It's been said that smaller travel jumps are more efficient than a single large one, but it seems that there's no other village between my village and the RoB (or any other place I might want to travel). Should we be founding intermediary villages with alts just to create a waypoint network?

How about incorporating cartography into the travel system. You build a a crossroads sign. Once you complete the local map of the area, you can connect it to any other crossroads on that local map. Complete a regional map, and you can connect any crossroads on that regional map. Alternately, if the game knows which map-grids are adjacent to each other, the game could check for a mapped path between the two crossroads to allow a connection. This way, your village could set up crossroads to nearby resource points or hunting grounds without creating a hundred banners or statues to extend authority to those areas. You could create public waystations that link to spots all over the map.

Travel points that both begin and end in a village shouldn't require a map, because those would be the main, well traveled roads.

As an extension of the above, it could be required that a player possess the maps required for the connection to use a particular crossroads. Give each player a permanent world map, to which they can copy local and regional maps. That world map could then be checked for the waypoint travel instead of the map items in a player's inventory, allowing people to share or restrict their travel points.

Crossroads signs on village or claim territory could also have permissions assigned by their owners (claim owner or lawspeaker/chieftan). One could check to allow village members, kin, everyone, or people with writs of permission to port to and from the crossroads.

Until we can set up waypoints outside of established villages, the crossroads and teleports will remain fairly useless. There's no effective way to establish smaller jumps without setting up alt villages all over the place or dropping HUNDREDS of banners/statues.
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Re: Mapping and Travel.

Postby theTrav » Mon Sep 28, 2009 5:40 am

I get the impression that cross roads aren't supposed to be dense networks, just a way of having a bunch of villages in the same super grid, be easier for each other to get to rather than everyone having to port to RoB or have hearths in the other villages space.

Where is your town and how far out is it? Even if you're only saving a small amount of travel space, because the travel cost is exponential you're going to be saving a fair bit even on small distance reductions, so try walking half way or something.
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Re: Mapping and Travel.

Postby SynthesisAlpha » Mon Sep 28, 2009 6:19 am

Let's just say it takes over 75% of my TW bar to port to RoB, and I've got 75 agility.

The problem with larger distances costing exponentially more stamina is that there's no good way to connect very distant villages except to create alt villages along the way. The whole system is designed around breaking up long journeys into several smaller hops, but there's just no clear way of doing that short of grabbing 5 alts and making new villages.
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Re: Mapping and Travel.

Postby theTrav » Mon Sep 28, 2009 6:40 am

SynthesisAlpha wrote:The problem with larger distances costing exponentially more stamina is that there's no good way to connect very distant villages except to create alt villages along the way. The whole system is designed around breaking up long journeys into several smaller hops, but there's just no clear way of doing that short of grabbing 5 alts and making new villages.

Distance is supposed to be a barrier... Creating alt villages sounds like a bit of an exploit to get around a barrier that the devs are throwing up at you. Maybe just don't life so far away, or just chill and wait for faster regular transportation.
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Re: Mapping and Travel.

Postby Potjeh » Mon Sep 28, 2009 1:23 pm

The world is supposed to become a bit more decentralized I think. That is, being able to port to RoB shouldn't be critically important. You can port to other nearby villages and trade there. If there are no nearby villages, well, it's your own damn fault for settling in the middle of nowhere. Distance having meaning adds more choices to the game (security vs accessibility in this case), and choices are what makes games interesting.
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Re: Mapping and Travel.

Postby SynthesisAlpha » Mon Sep 28, 2009 3:54 pm

You guys are missing the point of the suggestion. I'm still able to travel to the old teleport points, especially since beer and wine remove Travel Weariness. The suggestion is based around the idea that it's not really feasible to set up any sort of travel network between distant villages. The primary reason to set up far away from everyone else is because that's the only way to find an unclaimed mine. The situation will only worsen as mines run dry and the automatic map generation is added. There needs to exist a way to set up travel waypoints outside of village influence.

Plus, it just makes sense that you could travel without player input if your character has the regions mapped. Exploring is fun, tedious travel between places is not. Crossroads are designed to eliminate some of the tedium, while Travel Weariness makes your fast-travel ability a resource rather than an unlimited privilege.
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