loftar wrote: I have also considered something like having a very large map, with a few different, rather small, areas for wilderness spawns, separated from each other.
Ninijutsu wrote:loftar wrote: I have also considered something like having a very large map, with a few different, rather small, areas for wilderness spawns, separated from each other.
A larger map would significantly aid in solving one of Haven's largest problems: griefing. New players, no matter how much they love playing Haven, will almost always quit after being harassed by higher level players. A large map would encourage diplomacy within regional communities, and discourage mindless pillaging from bored players with sledgehammers (though I don't know if you'll be changing siege, which could remedy this situation).
Also, I dream of a Haven with oceans and semi-permanently inhabitable ships. Just wanna put that out there
loftar wrote:I'm really split over this. On the one hand, I don't really like how one can just mindlessly walk in one direction and 'vacuum the map" and just teleport back*. On the other hand, Salem has shown that "the way back" isn't a very fun journey to undertake. As it stands right now, we'll probably keep teleport-back-to-hearth as it is.
* Arguably, this is related to the penetrability of the map mentioned above
Lunarius_Haberdash wrote:3 - This is also used as a combat escape mechanism, also unacceptable (Even if I've used it myself). What creates 'locality' is needing to think about how far you can go out, and how quickly you can return home after doing so. Nothing else will make distance matter.
overtyped wrote:Lunarius_Haberdash wrote:3 - This is also used as a combat escape mechanism, also unacceptable (Even if I've used it myself). What creates 'locality' is needing to think about how far you can go out, and how quickly you can return home after doing so. Nothing else will make distance matter.
Easy fix: make hearthing take 30 seconds, and make it take 30 seconds to log out as well.
Make it so you can't move aggro or be aggroed 20 seconds after logging into a character, but make logging out while in this state instant. This would help with raiders camping, and gives you time to get away/log out when there's people camping your hf waiting for you to log in.
These changes wouldn't hurt the game in any way, can I get a +1 plox?
Lunarius_Haberdash wrote:overtyped wrote:Lunarius_Haberdash wrote:3 - This is also used as a combat escape mechanism, also unacceptable (Even if I've used it myself). What creates 'locality' is needing to think about how far you can go out, and how quickly you can return home after doing so. Nothing else will make distance matter.
Easy fix: make hearthing take 30 seconds, and make it take 30 seconds to log out as well.
Make it so you can't move aggro or be aggroed 20 seconds after logging into a character, but make logging out while in this state instant. This would help with raiders camping, and gives you time to get away/log out when there's people camping your hf waiting for you to log in.
These changes wouldn't hurt the game in any way, can I get a +1 plox?
You completely miss the point, the fact that you can teleport home over infinite distances *AT ALL* is the problem. Not all violence and acts of aggression are upon a person.
And it still invalidates distance as an issue for the raider. Once they've got to you, it's an instant jump home. This still eliminates the sense of 'home' and 'locality' I'm speaking of.
Also, teleportation hurts the game, IMO. It invalidates the distances we have to travel, eliminates a sense of locality, removes any difficulty involved in trading safely, etc. What's the point of a large map if there's little need to cross it?
Also, this whole thing enhances the speed at which a place can be cleaned out.. You bring in a group of people with Large Chests, fill them up, hearth home, return, wash, rinse, repeat until the place is empty. You have no risk of being caught on your way home with ill-gotten gain. None of this is acceptable.
overtyped wrote:It isn't instant, it still takes 3 seconds to hearth as it is now, making it quite easy to stay in combat with an enemy.
As to the locality statement, i can understand the sentiment.
Crossroads may be gotten rid of, but removing hearthing home.. I don't think many people would like that.
Lunarius_Haberdash wrote:At no point should you be able to return instantly across that vast a distance.. Period.. Ever... You could literally hearth from one end of the map to the other. This is just plain unacceptable in a game that wishes to encourage regions, civilizations, trade, and the like. It may encourage trade, but only in that it becomes far too easy to engage in.
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