LadyV wrote:Tonky you know very well being new lasts much longer than that. Learning recipes on how to do things is the easy part. Learning how to function int he game and Haven society another. They will be new much longer than you credit.
i dont find it worth to debate how long a player should be considered "new", and to some extent everyone can stay "new" for years as you can still learn new things after a few years of playing, even vets can learn new things when they thought they already knew everything. what i find "hurt new players" is what gives new players certain huge disadvantages that others dont suffer too much from, if that makes sense to you. for example,
LadyV wrote:hearthfire only travel with distance modifiers like crossroads have.
new players tend to get lost more easily than others, they tend not to be familiar with the system, map, distance, they sure dont have enough agility and they have less options for solutions, yet forcing them to get stuck in the middle of nowhere without the option to go home, lost, frustrated - although it is realistic - hurts "new" players, as players who have been playing for a while should know what to do to avoid the situation or their own status and knowledge or friends give them more options for a solution.
on the other hand, building roads/milestones takes exactly the same time for everyone - except for botters - and other than having abandoned ruins and claims around to disturb their roadbuilding, i do not see this "huge disadvantage" only new players must experience by the system. less time to develop chars? that is same for everyone. village A has to build their roads to use this teleport when they feel they want to, as village B does later on. rather, new players may get advantage by utilizing abandoned old roads already there or get a share of extending road from already existing roads if they manage to build good relationships with others in the neighborhood, can even expect some help from the experienced or buy help if they want to speed up, while those older players most likely have less offers for help with less information and figure everything out on their own.
Then why talk about anything other than the nice picture Jorb provided us? Commenting, speculating, tossing around ideas, and good spirited debate is part of this. If you end the discussion what's left to put in the forums other than the news?
orz
devs changed the key system in salem, bound to chars, yet you still had to carry one on you, i liked that system but there were both pros and cons on it. devs received enough feedback on it more than you think, i dont feel like wasting time repeating the same discussion here again. and nobody had brought up domestic teleportation as far as ive seen is why i started talking about it and devs are smart enough to know and have heard that they need to change the current haven key system to remove the current crossroads.
But trading is not secondary. It is a very important and vital part of Haven. It may not have been intended but it is. A dedicated mechanic to handle trading without all over the map teleporting is reasonable.
lets say, we agree to disagree. such mechanic for trading may be nice, but i dont find it so reasonable to lose overall concept of "locality" or "neighborhood" completely out of this game by the system, so far. i wouldnt do it myself, but i still fancy seeing a traveling caravan again in this game.