The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby TeckXKnight » Mon Mar 09, 2015 8:37 am

Xcom wrote:Could we possibly get this type of milestone where they don't have hitboxes.
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Yes please. Milestones currently present an issue in that they block the roads that they're built on. If you're just traveling along them for, say, upkeep or an intermediate stopping point then it'd suck for them to block your wagon. =(
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Re: The Ghost of Christmas Future, II

Postby WaitingforHaven2 » Mon Mar 09, 2015 10:49 am

loftar wrote:While I think this is a different issue from the one you responded to [...].


Yeah, I guess I stretched the issue a bit. But it's still somewhat connected. Character appearance reflects your achievements / status and isn't purely a cosmetic thing for some players. People hang out in cities in WoW just to show off their items often enough (or used to when I played but I seriously doubt that this has changed). Like going afk for a few hours and parking their new rare mount coupled with their rare dungeon armour set and weapon in front of the bank where people frequently pass by. WoW developers probably had that urge in mind when they designed all these overly epic armour sets that make you look like a christmas tree (and which necessarily had to look even more flashy with each new episode). Eventually everyone glows as a sign of their progress, not because it's pretty.

loftar wrote:While it's nice to be able to choose from a wider range of clothing, I do like in Haven that a character's clothes somewhat reflect the type of character it is or at least just what they're doing at the moment.


That's good to hear. I also feel the clothing should somehow reflect a person's playstyle.

I liked having task-specific gear in Salem but it was also a bit silly that the clothing was more relevant in fulfilling certain tasks than the character stats were (although I guess stats were more important for slotting while the gear itself mostly cut down the time needed to perform a task but stats hardly mattered for crafting in the end). I believe hermits probably prefer it that way. As compared to developing a character towards a certain job specialisation and feeling uncompetitive in other areas, which is the way I'd rather have it because it makes your character more valueable and gives village life more of a purpose. Either way I hope combat gear isn't the ultimate outfit for everyone this time around.
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Re: The Ghost of Christmas Future, II

Postby jorb » Mon Mar 09, 2015 3:21 pm

TeckXKnight wrote:
Xcom wrote:Could we possibly get this type of milestone where they don't have hitboxes.
Image

Yes please. Milestones currently present an issue in that they block the roads that they're built on. If you're just traveling along them for, say, upkeep or an intermediate stopping point then it'd suck for them to block your wagon. =(


You now travel at a certain offset from the milestones themselves, so this shouldn't be a problem.
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Mon Mar 09, 2015 4:59 pm

loftar wrote:If we are to speak of details, it might be worth mentioning that fast-travel is normally only available from the endpoints of a milestone trail, but if there is an obstacle that throws you out of fast-travel you get a buff that lasts for an hour that lets you continue from any milestone on the trail. Following the trail normally is always possible from every milestone.

Any particular reason for this? IMO it'd be better if you could port to the nearest crossroads in either direction from any point on the road.

As for travel weariness, I think it'd be best if you simply teleported as far as you can and then dropped out of warp with full TW. You could then purge it with a drink, though that should be more limited than now (drunk debuff should take hours to wear off) or a good night's rest if you can reach a safe place for resting (I'm for making logout sites lootable by thieves). I think this would give a more natural feel to fast travel than the current "must be this tall for this ride" system.
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Re: The Ghost of Christmas Future, II

Postby Patchouli_Knowledge » Mon Mar 09, 2015 5:42 pm

Is it safe to assume that the milestone fast travel also works with wagons and carts? I can imagine it being utilize as a wagon for a traveling/trading caravan...or a war squadron.
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Re: The Ghost of Christmas Future, II

Postby Jackard » Mon Mar 09, 2015 5:50 pm

jorb wrote:You now travel at a certain offset from the milestones themselves, so this shouldn't be a problem.

But milestones still have collision? Does their offset work with mounts/vehicles?
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Re: The Ghost of Christmas Future, II

Postby jorb » Mon Mar 09, 2015 6:04 pm

Jackard wrote:
jorb wrote:You now travel at a certain offset from the milestones themselves, so this shouldn't be a problem.

But milestones still have collision? Does their offset work with mounts/vehicles?


As of now they do have a hitbox, at least. Pending some tech upgrades there are some plans to maybe change that in the future.

Yes, the offset works with mounts.
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Re: The Ghost of Christmas Future, II

Postby Avu » Mon Mar 09, 2015 6:59 pm

I suggest road blocks should be some special type of construction attached to a milepost and no other kind of blockage eg random brick walls affecting quick travel over the road so as not to incentivize grieffing. After all the point is to make roads not easier to destroy or make useless than to build. The road blocks should be somewhat difficult to build easier to dismantle (because for this one instance destroying something should be easier than building it). Milestones should be destroyable by the arson system (or some variant in naming if you want to keep it plausible) but say with a longer time like 1 week and the action should be announced to anyone using the road. This action should leave vandalism scents to anyone but the either owner of the endpoints. Also if a road is abandoned say not traveled for a month it should also leave no scents.

I also firmly believe that road blockage should be announced at the start. Otherwise it would be way too easy to just kill people after people by numbers alone. The alternatives are what? having roads be deathtraps with grieffers almost completely unable to be stopped having the element of surprise and numbers on their side. If you announce the blockage they probably still have the advantage but some other faction might conceivably gather forces and go clear the blockage in strength.

Also is there tech that actually takes in consideration out of what the road is built off? Say if it's paved rather than just regular terrain what about rivers are bridges in yet?
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Re: The Ghost of Christmas Future, II

Postby RubyRed » Mon Mar 09, 2015 10:00 pm

If we can build the roading and it affects across a river, then thats a bridge right there. Might even have there own stones/objects for that. Even if they are stand alone in conrtrution, it be fine.
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Re: The Ghost of Christmas Future, II

Postby Granger » Tue Mar 10, 2015 7:23 am

loftar wrote:I'm not entirely sure why we shut XMPP notifications down, either, and I think we're at least considering bringing them back. For sure, the system is alive, well, and maintained. It's the same system that notifies me of server crashes and such things.

As for summoning, we're strongly considering changing that to a system where one simply cannot log off as long as there are clues left to crimes that you committed.
I suggest dreams harvested from catchers (in case they'll still exist) then be terrible nightmares.

But why stop in the middle and not always keep the character ingame?
Finally some use for beds, if you don't logout in a bed you'll just curl down on the ground where you stand (blocking the way).

Now the XMPP notifications will come in:
'Something disturbs you in your sleep.'
since you're currently being gnawled at by ants (or a bear for a quicker result), stolen from by the greedy neighbor, dumped into the next lake by your village members since you again managed to drop somewhere you block access and pissed them off the final time - or by the evil sociopath exploiting this mechanic by dumping every newbie he finds into the next river.

Then either you login quickly to deal with the situation, or on next login find yourself in the character creation room:
'You had a strange dream, but now you're awake again.'

For a not-so harsh version you could wakeup swimming if dumped in water
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