Kaios wrote:Even with the current system as it is, botters still bot and those against it don't.
Potjeh wrote:I don't think I've ever actually made a thread on this.
LadyV wrote:It increases conflict by people camping your roads or destroying them. And new players will not ever be safe because creating a basic system to get anywhere will be more difficult.
Tonkyhonk wrote:LadyV wrote:It increases conflict by people camping your roads or destroying them. And new players will not ever be safe because creating a basic system to get anywhere will be more difficult.
im afraid thats the point, actually.
it doesnt hurt new players when they dont know how the current crossroad system is (rather hurt those who are too used to the current one), besides, new players dont get to build cr when theyre still new. and note that this is about cr, not vport.
LadyV wrote:Tonky if they have to sit there and build milestones all the way to their destination that means they have less time to develop, a road system the have to check and maintain, and puts them in harms way of those who like to prey upon the weak. Fast transit should not be a lesson in engineering.
All of the points I mentioned that you did not quote are fair and balanced. It gives function yet maintains fun, without massive effort.
LadyV wrote:Using a fast travel system bound to milestones would only serve to make the game more tedious, biased towards raiders and factions, and hurt new players. Not everyone can keep an eye on milestones to ensure their route is functioning. It increases conflict by people camping your roads or destroying them. And new players will not ever be safe because creating a basic system to get anywhere will be more difficult.
I'd sooner have abstract keys that are bound to people and hearthfire only travel with distance modifiers like crossroads have. Then add a a dedicated mechanic for trade that allows long distance trade without actual travel. This kind of abstraction makes it possible to trade without the abuse of moving anywhere int eh world.
Tonkyhonk wrote:by the time they are at the phase of building cr, they are not *new* players any more, only relatively newer to the core concept (and ui) of this game than you and i and those who like to prey upon the weak. everyone is going to be new to the new mechanics without exceptions.
Tonkyhonk wrote:
as for keys, im not going to repeat it again, we have to wait and see how itll be because itll be changed. lets not start an empty discussion without seeing whatever comes to our table.
Tonkyhonk wrote:
trading was never intended to be done by village porting and i thought we all knew that it was rather an exploit accepted positively by the most. the game content comes first and trading is secondary. if we cannot continue the current-ish trading activities, we can still challenge local trading with whatever system given to us, and if we see problems with it, then we can start discussion. the only thing i want devs to remember re trading is that many of us didnt like Boston and im sure theyve heard enough.
Lunarius_Haberdash wrote:
Developed roads are the signs of a developed civilization, outside of the Roman Road TRUE roads as we think of them today (or as the romans thought of them) did not exist in most of the world. You were lucky to get a deep mud trail in spring and fall, and a wheel breaking rut filled hardpack during the Summer and Winter. True roads (which is what we're discussing) SHOULD have to be maintained and built, they should not be the province of the solo player or hermits.
As far as 'more biased towards'. Yes, there's strength and ability in numbers. There is a mark of cultural advancement called "diversified tasks" or "Specialists". Hermits are not this, they tend to be well balanced because they have to be. Cities build better examples of everything because no one person has to do it all, instead they do *a* thing, and they do it very well. Being a warrior happens to be among them.
I am not interested in seeing Haven make concessions to yield to those not part of a village or community of some kind. You are but one person, or a small group, you can only do so much.
Fast travel shouldn't exist at all, I feel it is antithetical to the concept of 'wilderness survival', and 'building civilizations'.
It is appropriate that there are those who wander, and those that stay close to home.
It is appropriate that we should have to carefully consider a trip for trading.
It is appropriate that an hours far travel require hours long return.
It is appropriate that safety does not exist outside your city walls.
It is appropriate that civilizations and large villages can provide safety and services hermits cannot. (Like functioning roads).
All of these things are how cities were built, how civilizations rose, and why the countryside wasn't littered with the homes of hermits, but small hamlets and villages of 10-20 people.
It's dangerous out there, bring a helmet. (And soldier's gauntlets, and plate, and...)
Users browsing this forum: No registered users and 97 guests