No more hearth secrets - brainstorming

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No more hearth secrets - brainstorming

Postby Apocoreo » Sun Jun 07, 2015 3:50 pm

jorb wrote:By the by. Teleportation only along formal roads. No hearth secrets. Random wilderness spawns only.


Howdy folks. Just hoping to discuss changes that will come to HnH with now that we no long have hearth secrets. Note that this thread isn't for complaining about the change, there are other threads where you can do that already (threads actually read by the devs too).

First of all looks like people playing together will have to find each other. This gives anyone with a mapping client a major advantage (likely in the world after next). As well Hermits will have a larger early start advantage but that will fade in time.

Death in a village means your new character has to walk through the dangerous wilderness back to it. This could discourage more people from playing after dying. I've had villagers quit with much worse excuses.

Recruitment from the forum no mean divulging your coordinates. So now recruiting strangers presents a much, much larger risk.

I'm predicting we are facing a more globalized Haven and Hearth. We'll see more people just walking around trying to find their friends. Possibly more small villages rather than large ones recruiting. Finally I hope to god there's more public roads to speed recruitment and returns after dying, which means cities will be able to perform invasions in a wider radius earlier. Ah well, here's hoping the new roads are cheap to build. I DID always want to build a network of highways, Roman style.
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Re: No more hearth secrets - brainstorming

Postby dafels » Sun Jun 07, 2015 4:00 pm

Camping roads for kills and loot might be fun.
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Re: No more hearth secrets - brainstorming

Postby Apocoreo » Sun Jun 07, 2015 4:11 pm

dafels wrote:Camping roads for kills and loot might be fun.


I'm more likely to be killed but I kinda like the idea of HnH having proper Highwaymen/Bandits. Just need proper roads first.
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Re: No more hearth secrets - brainstorming

Postby shubla » Sun Jun 07, 2015 4:32 pm

Apocoreo wrote:
dafels wrote:Camping roads for kills and loot might be fun.


I'm more likely to be killed but I kinda like the idea of HnH having proper Highwaymen/Bandits. Just need proper roads first.

Bandits? More like guys that kill everyone in sight, not that cool.
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Re: No more hearth secrets - brainstorming

Postby Tonkyhonk » Sun Jun 07, 2015 5:00 pm

Apocoreo wrote:
dafels wrote:Camping roads for kills and loot might be fun.


I'm more likely to be killed but I kinda like the idea of HnH having proper Highwaymen/Bandits. Just need proper roads first.

that reminded me of an old article written by a japanese hardcore uo player (of the early uo situation). according to him, the proper roads would not be used as roads for most players, but would be where pkers farm killing new players.
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Re: No more hearth secrets - brainstorming

Postby Apocoreo » Sun Jun 07, 2015 5:34 pm

Tonkyhonk wrote:
Apocoreo wrote:
dafels wrote:Camping roads for kills and loot might be fun.


I'm more likely to be killed but I kinda like the idea of HnH having proper Highwaymen/Bandits. Just need proper roads first.

that reminded me of an old article written by a japanese hardcore uo player (of the early uo situation). according to him, the proper roads would not be used as roads for most players, but would be where pkers farm killing new players.


Yeah this game has a real problem with not being able to set up safe zones, not suggesting change but I foresee more experienced players will travel through the wilds. realistically you would want huge caravans and armies travelling city to city on the roads. But I guess travelling alone has always been dangerous. So only big groups will use roads and only if the time saved is worth the risk.
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Re: No more hearth secrets - brainstorming

Postby Tonkyhonk » Sun Jun 07, 2015 5:42 pm

Apocoreo wrote:Yeah this game has a real problem with not being able to set up safe zones, not suggesting change but...

did you check and see how such "safe zones" worked in salem?
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Re: No more hearth secrets - brainstorming

Postby VDZ » Sun Jun 07, 2015 5:53 pm

We don't have enough information to really say anything about what it's going to be like. Stuff we don't know about yet will be added and stuff we might expect to be present may be removed. You're making many assumptions in your post - among which the assumptions that mapping clients give a significant advantage (what if there's no minimap? Or if you can already see the world map by default? Or if you can easily find other players without a map?) and that divulging your coordinates is still as risky as it was.

Apocoreo wrote:now that we no long have hearth secrets.


Has there been any confirmation that Hearth Secrets are gone? Hearth Spawning is obviously gone, but I've yet to see any confirmation Hearth Secrets are gone entirely. And even if Hearth Secrets are removed, will it be removed without anything to replace it for communication purposes (like a generic Friend List or something)?

Apocoreo wrote:As well Hermits will have a larger early start advantage but that will fade in time.


Yeah, I wish, but I very much doubt it.

Apocoreo wrote:Death in a village means your new character has to walk through the dangerous wilderness back to it.


Again, have they confirmed that inheritance spawning at your Hearth Fire is going to be removed? I can't see why they would unless they want to make death 'more permanent'...though I imagine it would take a lot of other changes to make it actually work as such.

Apocoreo wrote:Recruitment from the forum no mean divulging your coordinates.


In addition to the whole 'may not be dangerous anymore' thing, you can still communicate privately, for example via forum PMs. In your assumed situation, location will only be known after acceptance, just as it is know.
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Re: No more hearth secrets - brainstorming

Postby Apocoreo » Sun Jun 07, 2015 6:54 pm

Tonkyhonk wrote:
Apocoreo wrote:-snip-

did you check and see how such "safe zones" worked in salem?


Apocoreo wrote:... not suggesting change...


Or how well they worked of DIS. I know.

VDZ wrote:Has there been any confirmation that Hearth Secrets are gone? Hearth Spawning is obviously gone, but I've yet to see any confirmation Hearth Secrets are gone entirely. And even if Hearth Secrets are removed, will it be removed without anything to replace it for communication purposes (like a generic Friend List or something)?


I considered
jorb wrote:No hearth secrets. Random wilderness spawns only.
confirmation.

There's no mention of the kin list and memorization, there was another thread where Jorb mentioned it''s still in.

VDZ wrote:Again, have they confirmed that inheritance spawning at your Hearth Fire is going to be removed? I can't see why they would unless they want to make death 'more permanent'...though I imagine it would take a lot of other changes to make it actually work as such.


Point. So I'm out to lunch on that one.

VDZ wrote:In addition to the whole 'may not be dangerous anymore' thing, you can still communicate privately, for example via forum PMs. In your assumed situation, location will only be known after acceptance, just as it is know.


Same diff, anyone you recruit can be working for someone else. In the current version you can oath them over, buying you some time to get to know them before they figure out where they are.

This is all theorizing anyway, there isn't much point to saying we don't know if any of this will be the way it is because it's obvious we don't.
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Re: No more hearth secrets - brainstorming

Postby Tonkyhonk » Sun Jun 07, 2015 7:40 pm

Apocoreo wrote:Or how well they worked of DIS. I know.

thats totally different. what DIS tried is a player-made place that there is no restrictions by the system at all, only by the players will. what i meant with salem is the first spawn town with npc and built-in system limitations.
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