I know I'm new, but...

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Re: I know I'm new, but...

Postby Chakravanti » Thu Sep 15, 2011 1:36 am

Caravans need mobile defense and claimage. Pure and simple. When that happens, say bye bye to teleportation.

But before that can happen:

Currently inner city production and infrastructure security also rely heavily on teleporting because keys are pretty much bullshit.

Combat & Warfare need rewriting.


All of this hinges on the new object system. That's waiting on salem. IIRC this is J&L's desired/projected end state of the game (no teleporting).
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Re: I know I'm new, but...

Postby TeckXKnight » Thu Sep 15, 2011 1:42 am

JackSimple wrote:Wouldn't that be the whole point. Merchants who had better roads and had better maps would profit better than those who didn't. Anyway just some thoughts.

The problem is that we don't really have any support for this at the moment. Without some practical basis for it in game the trader who wastes his time on roads will come out the weaker merchant, even without teleporting. When roads are a reasonable time, energy, and resource investment then they'll be worth even considering.

Don't remove the stand-ins until we have the valuable data that can be learned from them and/or a reasonable means to replace them with something permanent, essentially.
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Re: I know I'm new, but...

Postby Vigilance » Thu Sep 15, 2011 1:55 am

bitza wrote:the main problem with a traveling caravan type group, is that they are much more vulnerable to thefts and attacks than a village - along with the aforementioned tedium of traveling. living without walls (and having any sort of reasonable wealth) is a bad idea in h&h


This would be possible if we had mobile locked boxes again. :)

edit: people who complain about keys being bullshit, please justify why in an orderly manner. i will not accept 'because people can steal them!!!' as a reason. ;)

edit 2:


btaylor wrote:There have been numerous major kingdoms/villages in the past where they acted as a neutral meeting ground for traders but this world is the biggest by far and that makes getting around a lot harder, even with crossroads.



what the fuck are you talking about.
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Re: I know I'm new, but...

Postby dagrimreefah » Thu Sep 15, 2011 2:04 am

I believe any reasonable trading would cease to exist once teleportation is removed :/
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Re: I know I'm new, but...

Postby TeckXKnight » Thu Sep 15, 2011 2:11 am

dagrimreefah wrote:I believe any reasonable trading would cease to exist once teleportation is removed :/

That's great but why?

Vigilance wrote:edit: people who complain about keys being bullshit, please justify why in an orderly manner. i will not accept 'because people can steal them!!!' as a reason. ;)

Absolute loss. Losing a key means losing Everything because even if that wasn't your only key, they can now enter and exit your town whenever they'd like. Most villages are incapable of defending their belongings 24/7 or replacing their gate sooner than 24 hours. When towns are somewhat capable of autonomously defending themselves then the losses will potentially be mitigated greatly. Until then they're just too great a risk compared to all other activities.
Last edited by TeckXKnight on Thu Sep 15, 2011 2:13 am, edited 1 time in total.
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Re: I know I'm new, but...

Postby JackSimple » Thu Sep 15, 2011 2:12 am

Chakravanti wrote:All of this hinges on the new object system. That's waiting on salem. IIRC this is J&L's desired/projected end state of the game (no teleporting).


As long as this is the case then I will be pretty happy to play "wait and see". I hope there won't be any teleporting in Salem.
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Re: I know I'm new, but...

Postby Chakravanti » Thu Sep 15, 2011 2:27 am

Vigilance wrote:
btaylor wrote:There have been numerous major kingdoms/villages in the past where they acted as a neutral meeting ground for traders but this world is the biggest by far and that makes getting around a lot harder, even with crossroads.



what the fuck are you talking about.
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Re: I know I'm new, but...

Postby TeckXKnight » Thu Sep 15, 2011 2:33 am

I think he was more bashing on how w3 was 9x9 or larger and w5 is 5x5 and yet w5 is being referred to as the biggest world yet. Central trade hubs have existed in the past though and they were great boons on the economy as a whole though I wonder how much profit they actually brought to Sodom?
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Re: I know I'm new, but...

Postby Chakravanti » Thu Sep 15, 2011 2:46 am

Metal is different. Resorces are different. 5x5 goes quite a bit further and the increased population with the limiting of resources of other than metal has put them in equilibrium with a balanced scarcity that regulates development by making all areas have their own niche. Increase dpopulation means more frquent trade.

A bit more localization and dynamicism when ther object system comes in I believe can be expected in some fashion or another too to make peripherial 'optional ingredients' and additions (armor plating on the wagons, armor for Cows, etc.) with special functions and marginal but obscurable weaknesses that are traded for buffs in other areas instead of sheer linear progression in order to produce a non-critical but valuable demand for peripherial localized ingredients. For example:

Mead vs. Cider Vs. Wine Vs. beer with a nice potion crafting system (Where potions are nothing more than a reference to any 'crafted' or processed liquid) that can check for region type. Also, weather/climate may affect. It certainly is a realistic mechanics to allolw grapes to grow better at some times of the year than others but less true further south whereas there is no fundamental access to snow/ice as a method of preserving food (spoiler alert!!!).


I don't pretend to speak for the devs. That's only the sum of what I reccolect from reading J&L's posts and participating in chat discussions that come about in various places over time. I knew LP would switch to a resource based system like FEP's to cultivate trade but I was surprised by what I saw nonetheless. So far I'm very impressed with the principle of LP's and there seems to be a pretty good balance for all the items they're laid about. I just mean the specific references I've made are more exmplar of an idea rather than actually expecting them to add specific items or mechanics. Maybe we'll get a whole other animal just for military functions.
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Re: I know I'm new, but...

Postby Flame » Thu Sep 15, 2011 6:31 am

Simply is this.

Teleportation compense the lack of a ride system, a better way to move that ancient people knew and that we can't have.
Horses, cargo boats, mule, roads.

We can only walk and bring with us few things, so, YES, i agree teleportation.
I'll disagree teleportation when a new update will let us play a normal world with his normal riders animals. The only way actually is create a loooong road that no one have time to build and if you have a claim you can't have a Ox Cart, because there are no doors for ox cart. The only door is an half fake door that need lots of time to being build, with useless surplus pillars, ram to destroy those and have two doors near so the cart can pass trough.


Actually there are also the pillar roads that you can build, that you can auto follow, but make those usefull between cityes is impossible (if you have a real life to live.) and is somehow like a teleport. A weird fake system to cover a lack of horses.
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