Keeping you Posted, #0

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #0

Postby Potjeh » Sat Oct 11, 2014 12:38 pm

I could not parse any of that. Could explain what you're trying to say as if I never played H&H?
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Re: Keeping you Posted, #0

Postby Xcom » Sat Oct 11, 2014 1:53 pm

Potjeh wrote:Road-based fast travel where you can be waylaid. You can choose to take a no-value alt and guarantee losing all the goods if you're waylaid, or you can bring a party of developed combat characters and risk losing them but have a good chance to wipe out the highwaymen and save your goods.

I don't understand this idea at all. How would this idea in practice be implemented and work?
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Re: Keeping you Posted, #0

Postby Potjeh » Sat Oct 11, 2014 1:55 pm

Just like crossroads, except they have to be connected by a road, and you can inject a premature end-point anywhere along the route.
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Re: Keeping you Posted, #0

Postby Xcom » Sat Oct 11, 2014 2:09 pm

Sounds interesting. But would it still work across any terrain and between layers (as in mines)?

It sounds a bit redundant though. You would obviously always scout with an alt before sending the main in right after. It would make any fast travel a 2 step process. Its not as if anyone would use the system if it wasn't safe. I for sure wouldn't use a fast travel that had a 5% chance of killing me every time I had to use it. It's not as if anyone using such a system would refraim from using it unless they had a 10 man rescue team standing by every time you got waylaid. If such a requirement would be needed the system would only be built and used by the top faction with that many active members at any given time. Anyone else would try and circumnavigate the risk or if not possible to get around the risk, just never build such a road as it would be to risky using it in a perma death game.
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Re: Keeping you Posted, #0

Postby Kaios » Sat Oct 11, 2014 2:12 pm

Xcom wrote:Sounds interesting. But would it still work across any terrain and between layers (as in mines)?

It sounds a bit redundant though. You would obviously always scout with an alt before sending the main in right after. It would make any fast travel a 2 step process. Its not as if anyone would use the system if it wasn't safe. I for sure wouldn't use a fast travel that had a 5% chance of killing me every time I had to use it. It's not as if anyone using such a system would refraim from using it unless they had a 10 man rescue team standing by every time you got waylaid. If such a requirement would be needed the system would only be built and used by the top faction with that many active members at any given time. Anyone else would try and circumnavigate the risk or if not possible to get around the risk, just never build such a road as it would be to risky using it in a perma death game.


Current fast travel is really no different? Anyone could be waiting for you on the other end, so you check with an alt anyways. 2 step process.

Next plz.
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Re: Keeping you Posted, #0

Postby Tonkyhonk » Sat Oct 11, 2014 3:03 pm

Potjeh wrote:I could not parse any of that. Could explain what you're trying to say as if I never played H&H?

not sure what you do not understand, potjeh, or maybe its just my horrible english skill.
bottom line is that its usually regarding inter-village teleport when many of you criticize teleports. or at least that was what i thought you all were discussing. lately i pondered again on what it means to have no teleports in haven or this road-requiring teleports and thought that removing simple domestic crossroads, which allow us an easy access to village facilities, is nothing but another incentive for botting daily routines or using alts for transportation purpose only(as you dont need your best char to carry things walking). you have to have the perfect plan from the very start of the village building if domestic teleports also require perfect roads for that.
as for details on what would be considered "convenient" or not, i cannot really tell because we have no idea what part of the game will stay and what will not. what i imagine being implemented may be different from what loftar and you have in mind, too. if current brickwalls stay as they are, and if this "open" roads means no walls in between, then itll surely be very hard for many players to redesign the village for roads, especially in the earlier world. not everyone starts as a huge village like a big faction does.
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Re: Keeping you Posted, #0

Postby Kaios » Sat Oct 11, 2014 4:00 pm

Tonkyhonk wrote:
Potjeh wrote:I could not parse any of that. Could explain what you're trying to say as if I never played H&H?

not sure what you do not understand, potjeh, or maybe its just my horrible english skill.
bottom line is that its usually regarding inter-village teleport when many of you criticize teleports. or at least that was what i thought you all were discussing. lately i pondered again on what it means to have no teleports in haven or this road-requiring teleports and thought that removing simple domestic crossroads, which allow us an easy access to village facilities, is nothing but another incentive for botting daily routines or using alts for transportation purpose only(as you dont need your best char to carry things walking). you have to have the perfect plan from the very start of the village building if domestic teleports also require perfect roads for that.
as for details on what would be considered "convenient" or not, i cannot really tell because we have no idea what part of the game will stay and what will not. what i imagine being implemented may be different from what loftar and you have in mind, too. if current brickwalls stay as they are, and if this "open" roads means no walls in between, then itll surely be very hard for many players to redesign the village for roads, especially in the earlier world. not everyone starts as a huge village like a big faction does.


I could see it working somewhat like this:

Say you start at the middle of your village where you've placed your idol and you create a road leading towards your gate. Then, you've got a crossroad placed at the middle point of the village and beside your gate, on the inside.

You have the convenience of travelling to and from your idol to your gate, but to actually leave the village you'll have to open the gate (hopefully for something like this they'd implement that type of feature where if a key is in your inventory you simply walk through the gate and it opens and shuts behind you.)

At this point, you are now outside your village on the road you have created leading to the river nearby. You have a crossroad placed outside the gate which you then use to travel along the road to whatever point you've set as your next destination along the road. I am not sure how this would work in terms of non-village members using these crossroads, perhaps any fast travel points placed on a village claim would only be usable by the villagers themselves unless under the minimum authority.

Any other travel points placed on unclaimed land could be used by any person. I really don't think it would be a good idea to allow this system to let you pass through objects you normally wouldn't be able to and for several reasons, but the most important of them being it would be very likely someone would find a way to abuse such a feature.
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Re: Keeping you Posted, #0

Postby Potjeh » Sat Oct 11, 2014 4:01 pm

You can teleport via road leading through a gate if you have a key for that gate. Voila, problem solved. I'm really not understanding the thing about special design requirements for the village. You're going to have free routes for walking to any point in the village anyway, you'd just need to plop down some milestones on them.
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Re: Keeping you Posted, #0

Postby Kaios » Sat Oct 11, 2014 4:05 pm

Potjeh wrote:You can teleport via road leading through a gate if you have a key for that gate. Voila, problem solved.


That also works too though of course there's always the risk that someone could be lying in wait for such an opportunity, which I am perfectly ok with.

Lunarius_Haberdash wrote:So fast travel is still going to be a thing... How disappointing.


I wanted to address your post too actually, because I don't disagree it is disappointing. I think any fast travel system is stupid in such a hardcore survival game that includes permadeath but you have to take everyone's views in to account as well, and unfortunately a lot of people really don't want to spend hours upon hours travelling around for whatever reason.

I am agreeable to a system of fast travel such as what we've been talking about for the simple fact that I want people to play.

Tonkyhonk wrote:lately i pondered again on what it means to have no teleports in haven or this road-requiring teleports and thought that removing simple domestic crossroads, which allow us an easy access to village facilities, is nothing but another incentive for botting daily routines or using alts for transportation purpose only(as you dont need your best char to carry things walking).


Also I'm confused by what you said here. Are you implying that the removal of inter-village fast travel (ie. literally porting from the safety of inside your walls to the safety of inside more walls) would actually incentivize botting? Because the way I see it, the removal of such easy village access does the opposite. That's why I think Xcom is arguing against this, the only concerns in his mind are about losing the ease of doing botting tasks like porting logs around or carrying a boat of large chests over your head and porting to and from your clay/soil spot all fucking day.

The benefits of removing inter-village fast travel far outweigh the negatives and I'll give a few examples:

1. If your village is raided, no longer will the raiders also gain access to several other villages through your crossroads.
2. Does NOT incentivize botting. If someone still wants to bot because they are lazy or that's what they have "fun" doing then they can go ahead and give it a try if they like but I do hope such a system would make this significantly more difficult.
3. Players are forced to come out of their walls. Say goodbye to the days of boring wall fights or players with scents hiding their hearthfire in a vault.
4. Players are forced to work together if they want meaningful commerce. My hope is that players will learn to cohabitate and create extensive networks of roads and fast travel systems between each other.
5. Branching off of 4, the world would hopefully become less hostile in the sense that not everyone runs at the sight of any other player. Online games are intended to have social aspects (not dissing hermits here but it's true), current Haven community is too afraid to play with each other because everyone is considered a threat.
6. A raider's HeAVEN is an active community that leaves their walls.

I don't know, maybe I'm just crazy or something but I feel that this would only bring more meaningful player to player contact, for both those who are friendly and those who like to fight and raid.

Any time I don't get a response in return I'm just going to assume that my points are completely correct and the other person has conceded in their argument. You guys only ever respond trying to argue with me for the sake of arguing. I only want this game to do well, so should you.
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Re: Keeping you Posted, #0

Postby Tonkyhonk » Sat Oct 11, 2014 5:50 pm

wait... let me make sure. i used the word "inter-village" teleport to mean a teleport from a village to another village. like, international, and domestic to mean a teleport inside a village.

Potjeh wrote:You can teleport via road leading through a gate if you have a key for that gate. Voila, problem solved. I'm really not understanding the thing about special design requirements for the village. You're going to have free routes for walking to any point in the village anyway, you'd just need to plop down some milestones on them.

as for carrying keys, we have to wait and see how devs want to implement the key system to the new haven.
what i mean is like, for example, farming, carrying crops to a store house, crafting food and carrying it to a kitchen to bake or to a tavern, hauling logs from your tree farm, barrels of milk from the ranch, and such. if a winding road with walls without gates at that direction or mansions in between is allowed, or if not counting cattles, wildspawns, villagers, randomly put boats and chests(by disconnection) or facilities in between as obstacles, then maybe. but its hard to say because we dont know anything about the new implementation yet but only can talk about what we already have that they may not use any more...
so, do you mean your suggestion is like to have milestones or alike but just skipping the walking animation to call it teleport?
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