Landmark travel

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

Landmark travel

Postby Jestrb » Thu Jun 10, 2010 3:02 pm

I would like to share my thoughts about the travelling system,
Personally, i like the fast travel thing, because in a world this big we actually need it.
And this is how I would improve it:

Landmarks:this can be build in a similar fashion as crossroads, they would require more materials including metal.They would basically work the same way as crossroads with a few exceptions:
-everyone can build them, you can build them everywhere but on claimed land
-they would have an area of use so that you could teleport with wagons (this would cost more say 10x the weariness you would normally need.
-All of the landmarks in the world would be instantly connected
-you would first have to find a land mark and memorize it and only than you could travel to them
-they would throw a claim around themselves witch would allow trespassing and theft

So that is the basic thought, by now you probably got some ideas how to abuse this system. so this is how i would prevent abuse:
-Once you have built a crossroad you would need to invest say 100k lp (or more) to activate it
-The person who built it would decide who can use vandalism on the claim
-Only one landmark could be build in an area the size of a few local maps (or whatever would work)

But where could we get without raiders? :twisted:
This next section of my silly landmark ideas are about Atacking caravans:
- we should have a bar that would go from bandit to law abiding (like hunger, stamina and those sort of bars). Every time you do a criminal act you would go slightly from law abiding to bandit, and it would go back to law abiding with time.
-if you are a bandit, you cant trespass or steal there and you would need more weariness to travel.
-also you could seal a landmark so that people could only travel to it and not from it, this would move the bar fully to bandit

This way bandits could stop a caravan and try to attack it, sooner ore later some landmarks would be known as dangerous and other routes would be needed to travel.

Why I like my idea:
People could build inns around this landmarks, selling food, alcohol and giving a place to rest, big markets like nople could be build here. Landmarks would bring villages surrounding them together, making trade more usable.Also we could build more public stuff like arenas, parks, etc.

Why don't I like my idea:
People would still probably find a way to grief landmarks and abuse their meant use.

With the wyrd system we could use that to travel

So this is it basically. If you like or don't like something please tell me and try to improve on this idea.
Your criticisms is welcome :D
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Re: Landmark travel

Postby Granger » Thu Jun 10, 2010 5:06 pm

At leat a not totally braindead idea.

I'll think about it a while before commeting in detail.
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Re: Landmark travel

Postby Gulluoglu » Thu Jun 10, 2010 9:52 pm

I thought the devs eventual plan was to get rid of fast travel, not increase people's reliance on it. And in any case, I think this would make the world seem smaller if you could always warp to everything you need. Despite that, some problems with this as it stands:

-they would have an area of use so that you could teleport with wagons (this would cost more say 10x the weariness you would normally need.


I know you might want this to try to boost trade, but this would likely completely destroy the fragile economy. Who wants your q60 clay when Bob and his 4 alts just warped in with 100 chests of q80 clay? Supply overall would increase dramatically and but demand for midrange quality goods would fall off in a huge way if superior products can be had so easily in much higher quantities. Additionally, getting around the weariness increase for wagon warping is likely not that big of a problem, especially if I have passenger alts riding along who can then take over with warping if for some reason I don't want to get completely trashed on beer/wine/tobacco.

-All of the landmarks in the world would be instantly connected
-Only one landmark could be build in an area the size of a few local maps (or whatever would work)


If they work like signposts, this would quickly become too cumbersome for someone to navigate, especially with the saturation level you'd want here. At 1 landmark per 4 localmaps, that becomes a possible 100 landmarks in one supergrid alone. Multiply that out by the number of supergrids, and I'm sure you'd agree no one wants to be scrolling through hundreds of landmarks to find the one they want. And that doesn't even address the fact that some will invariably have similar sounding names like Limp Dick Lake, Limp Lake Dick, Little Dick Lake, Little Limp Dick Lake, etc. Yeah, I know, no one in this game would ever name something like that just for the lulz. It would therefore be of benefit to the player to NOT memorize/visit many landmarks if only to keep the list from being too cumbersome, confusing, and/or ridiculous looking, which doesn't seem like the intent at all.
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Re: Landmark travel

Postby Avu » Thu Jun 10, 2010 10:34 pm

Good luck porting your immaginary 80 q clay the one nobody is willing to sell or if they do they charge an arm and a leg and your weight in gold. Supply is already a limiting factor. Distance for trade is an annoyance one that usually results in yes I will bother buying shit I really want like 80q clay no matter where it is but I cannot be fucking bothered to boat 3 grids for some shitty low q bricks some noob wants to sell me for metal.

It would make the world seem smaller? The world is fucking huge and unwanted isolation is a real problem. Without teleportation it ends up being some sort of coop game with some friends until they get bored and quit and then you quit. There is no reason to go 5 grids away unless it's some rare ass shit resource like gold or super clay.
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Re: Landmark travel

Postby Jestrb » Fri Jun 11, 2010 1:19 am

Gulluoglu wrote:
If they work like signposts, this would quickly become too cumbersome for someone to navigate, especially with the saturation level you'd want here. At 1 landmark per 4 localmaps, that becomes a possible 100 landmarks in one supergrid alone. Multiply that out by the number of supergrids, and I'm sure you'd agree no one wants to be scrolling through hundreds of landmarks to find the one they want.


Well OK how about less landmarks and they would not all be connected, only a couple of the closest landmarks should be connected?
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Re: Landmark travel

Postby Onionfighter » Fri Jun 11, 2010 3:16 am

Overall, private crossroads are a good idea. You are worried about them being abused. I don't get this, could you give an example of abuse?

Also, this:
Jestrb wrote:-Once you have built a crossroad you would need to invest say 100k lp (or more) to activate it
-The person who built it would decide who can use vandalism on the claim
-Only one landmark could be build in an area the size of a few local maps (or whatever would work)

is ridiculous, building an idol costs 30k, and limiting the number of landmarks per area allows people to get monopolies over areas, which seems kind of artificial.
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Re: Landmark travel

Postby theTrav » Fri Jun 11, 2010 5:19 am

Remove teleport.

Implement some form of rapid (maybe stamina loss free) movement when following milestones
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Landmark travel

Postby Avu » Fri Jun 11, 2010 5:25 am

trav you're a noob
Last edited by theTrav on Fri Jun 11, 2010 7:05 am, edited 1 time in total.
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Re: Landmark travel

Postby Jestrb » Fri Jun 11, 2010 10:10 am

theTrav wrote:Remove teleport.


Silly you, teleportation is needed, without it the world would come to a stop

Onionfighter wrote:Overall, private crossroads are a good idea. You are worried about them being abused. I don't get this, could you give an example of abuse?

Also, this:
Jestrb wrote:-Once you have built a crossroad you would need to invest say 100k lp (or more) to activate it
-The person who built it would decide who can use vandalism on the claim
-Only one landmark could be build in an area the size of a few local maps (or whatever would work)

is ridiculous, building an idol costs 30k, and limiting the number of landmarks per area allows people to get monopolies over areas, which seems kind of artificial.


The claim would be a small claim, just enought to prevent things being build by other players around the landmark(becouse obviously you would not grief yourself).
When I am talking about abuse I mean things like jumping over walls so that you dont need keys( I know that keys are crapy) I belive people are good at finding flaws in the system in this game)

Also I want a limited number of landmarks so thats why i would like to see the cost up, it would be shity if every noob could build them just becouse he can.
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