No more hearth secrets - brainstorming

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Re: No more hearth secrets - brainstorming

Postby TeckXKnight » Tue Jun 09, 2015 1:35 am

It'll certainly lead to some interesting changes in our behaviors. Established roads between cities will be the best way to trade and travel. The potential dangers can be combated by bringing an escort for large trades or by having multiple branching roads to reduce the odds of being caught in any one trap. Establishing multiple milestones to travel along will also help a lot, as if you get blocked at one you can just travel to the next milestone and continue.

Internal roads will make navigating throughout your own base blissfully easy and pleasant. So there's that at least.
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Re: No more hearth secrets - brainstorming

Postby Amanda44 » Tue Jun 09, 2015 7:25 am

krikke93 wrote:
TeckXKnight wrote:Yes, it is teleportation along formal roads via markers set by road makers. If an object is blocking the road then you'll be stopped at the obstruction instead of at the other side.

Seems like I'll never be using roads apart from those within my own walls.

I have to admit this is my thinking too, I'd rather walk at crawl speed than get ambushed alone and all my goodies stolen, lol.
Or, maybe I'll surprise everyone and join the dark side ......

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Re: No more hearth secrets - brainstorming

Postby mvgulik » Tue Jun 09, 2015 8:25 am

VDZ wrote:what if there's no minimap?
There will be, if you look at the latest hafen video. (CQ: Special In game display of surrounding terrain.)
Also: Ender kinda solved that with its "simple map" feature, which uses the general terrain data send to the player/client.

VDZ wrote:Or if you can already see the world map by default?
That 'would' kinda minimize the advantage of special mapping clients. (But stuff like, for example, Anemone's "find your current location" option would than be the next thing in high demand.)
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Re: No more hearth secrets - brainstorming

Postby Kaios » Tue Jun 09, 2015 2:45 pm

I think what they might do is spawn players within a small radius of where ever the "Ring of Brodgar" type thing would be (Center of world, presumably). At least this way, the area that players begin spawning in might be large enough so that you can't have one or several people sit there killing new spawns as they log in but also small enough that meeting up with the people you want to begin with won't be such a challenge. At that point you and your friends set out in whatever direction.

Still this means that players who come later will have to travel to meet up with their friends once they have established a village somewhere but at least by that time there might be some transportation routes put in place to help ease this process.

With regards to teleporting over roads, I don't think they had much interest in implementing even that form of fast travel. I think it was more because players were already complaining enough as it is that they were getting rid of hearth/village porting, hearth secrets and crossroads so they had to keep some form of fast travel involved. It is obviously risk vs. reward though, walk the path normally and lessen your chances of ambush and/or other means of death or use the fast travel option but be prepared for trouble.

Apocoreo wrote: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.


I don't think this one is necessarily true unless I missed some info from Jorb/Loftar somewhere. Hopefully and perhaps already they have devised a means to respawn back at some "home" location.
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Re: No more hearth secrets - brainstorming

Postby Tonkyhonk » Tue Jun 09, 2015 3:19 pm

i think its incredibly interesting to see how most of us are so much about ourselves, self-centered when we try to think of suggestions or critiques. im not trying to blame that and ofc user-centered feedback is very important, BUT hey, i thought this thread was meant for "brain-storming", so let me spit this out. its about time we could take a break from what we want to do, how we want to play, or how we can achieve what we want to do through what the devs may be offering us with the new system, - i believe we have talked about that enough already and im sure devs heard enough - and maybe, just maybe, move on to what the game can offer us and add some kind of new experience we may be able to have.
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Re: No more hearth secrets - brainstorming

Postby Kaios » Tue Jun 09, 2015 4:12 pm

Tonkyhonk wrote:move on to what the game can offer us and add some kind of new experience we may be able to have.


"In this new system I am going to advance in the following ways:

Step 1: Log in
Step 2: ????"

Meaning that would be fine if we had more than speculation regarding a large majority of the mechanics and content, not sure what you are looking for.
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Re: No more hearth secrets - brainstorming

Postby loftar » Tue Jun 09, 2015 4:27 pm

People wrote:Roads are death traps

It's not as if the only implementation option we have is to drop you out of warp at the exact point of obstruction; we could just as well do it so that you stop 4 milestones ahead of the obstruction or whatever. Not that we've decided exactly how to do yet, I'm just saying.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: No more hearth secrets - brainstorming

Postby Amanda44 » Tue Jun 09, 2015 4:30 pm

loftar wrote:
People wrote:Roads are death traps

It's not as if the only implementation option we have is to drop you out of warp at the exact point of obstruction; we could just as well do it so that you stop 4 milestones ahead of the obstruction or whatever. Not that we've decided exactly how to do yet, I'm just saying.


Yes, pls do something like this or the only people that are going to use the road system will be factions. Or not have fast travel at all.
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Re: No more hearth secrets - brainstorming

Postby RubyRed » Tue Jun 09, 2015 4:30 pm

My first steps will be:
1: Log in
2: Survive
3: ?????

still no hs means it will take people a while to find each other and make it pain full to spawn alts. Both have the upsides.
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Re: No more hearth secrets - brainstorming

Postby Kaios » Tue Jun 09, 2015 4:51 pm

Amanda44 wrote:Or not have fast travel at all.


Was thinking about this and honestly it might be better. Rather than have a fast travel road system that may not be used at all by fearful players, roads should simply be a large amount more beneficial for walking/running/riding.

By that I mean, a substantial gain in your speed and very little increments of stamina lost over time. Of course it's likely they have implemented this already and of course we have a similar system in place now, but I am saying the speed increase should be rather large.

Example:

Dirt Path: 20% speed increase, 20% decrease in loss of stamina per running movement.
Stone Path: 30% etc.
Brick Path: 40% etc.

Sure, you might not be able to teleport an entire grid in a matter of seconds but let's say it takes you 30 minutes to walk a dirt path and 15 to walk a brick path. Even less time if you are riding a horse or wagon.

Will the chances of you being waylaid on your travels decrease because of this? Depends on how you look at it. In my opinion it is easier to escape a threat you will see from a distance rather than land upon them or close by immediately.
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