Awesome, all of this.bitza wrote:dynamic resource locations
non-linear increase of claim cost, so that claiming entire mountains or lakes and creating LP banks becomes more cost-prohibitive than it is currently
removal of fast travel, no hearthfires. people are summonable at claim stake, if a player does not have yeomanry, they can't buy criminal skills. if a player does not have a claim, they are summonable anywhere. you must be touching the player's claim stake to summon them, so that players can't be summon-killed over walls.
an end to alting and bringing back true permadeath, such that dying is a major setback and not simply an annoying inconvenience. the only way to do this, is to make it so there's no incentive to have alts for everything. i'm not sure how this can be done, but a few steps in the right direction:
1. a better system to replace keys and gates - simplest solution: claim owner/lawspeaker can set permissions for who can open gates
2. scrap personal beliefs altogether - everyone can mine, everyone can farm/plant trees/boil cocoons, everyone has a base 100% LA (with exception of pearl necklace etc)
3. diminishing returns on studying the same curio over and over, so that it becomes necessary to add variety to your study once in a while instead of studying the same set over and over
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AnnaC
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Re: Wishful Thinking for Haven
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)
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jordancoles
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Re: Wishful Thinking for Haven
Nobitza wrote:3. diminishing returns on studying the same curio over and over, so that it becomes necessary to add variety to your study once in a while instead of studying the same set over and over
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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TeckXKnight
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Re: Wishful Thinking for Haven
There just isn't enough variety for this to be a possible reality. While there are quite a few curios, in a day or two you'd quickly find yourself being punished for actively playing because you'd run out of novel curiosities to consume.jordancoles wrote:Nobitza wrote:3. diminishing returns on studying the same curio over and over, so that it becomes necessary to add variety to your study once in a while instead of studying the same set over and over
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jordancoles
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Re: Wishful Thinking for Haven
YesTeckXKnight wrote:There just isn't enough variety for this to be a possible reality. While there are quite a few curios, in a day or two you'd quickly find yourself being punished for actively playing because you'd run out of novel curiosities to consume.jordancoles wrote:Nobitza wrote:3. diminishing returns on studying the same curio over and over, so that it becomes necessary to add variety to your study once in a while instead of studying the same set over and over
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Tiberium
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Re: Wishful Thinking for Haven
and karatekrikke93 wrote:and digDzedajus wrote:And fly_Gunnar wrote: And bears that swim.
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Timothy123
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Re: Wishful Thinking for Haven
I want Taxidermy as a skill i think it would be cool to have animal statues
"To fear death is to fear the beginning of a new book in a series of many."
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jordancoles
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Re: Wishful Thinking for Haven
Walls in houses ty
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Xcom
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Re: Wishful Thinking for Haven
Maybe remove the ability to get the LP back altogether on the destruction of claims.bitza wrote:non-linear increase of claim cost, so that claiming entire mountains or lakes and creating LP banks becomes more cost-prohibitive than it is currently
Your right I might have come of a bit hostile. But ICA is full of people raiding for the lolz. If it did take a bit more effort in raiding someone there wouldn't be any form of incentive to make pallybashers or ganksquad in for the shits and giggles. Going 3 super grids away to raid someone would mean that you would literally have to stop 5-6 times to recuperate hunger. Alliances around the world would be needed as to give safe shelter before you could reach your target.AnnaC wrote:And about wagon making travel too easy for raiders, have you travelled long distance in a wagon? River crossings are tedious as hell, and the only places that aren't full of river crossings all the time are the supergrid edges, which are pure forest. I consider myself a fairly good wagon pilot, and it's not always fun going through a woodland that hasn't been atleast somewhat prepared for wagon travel. I really don't see why you're so hostile to wagons here, they will always have a small niche, even if they're "fixed" (main thing is I think rafts need to be improved somewhat, or a way to stake/leash a cow to a tree or a post).
If logistics in this game was a problem we would actually see a whole range of smaller villages exist between the larger factions and fights between factions be some form of achievement instead of another ICA post about how people forgot to check walls.
I love the teleport mechanics this game brings as it eases some of the heavy problems this game brings to the table but its not balanced at all. It needs a much steeper curve to how far you should be able to jump. Having the ability to travel via crossroads to another location around the world would mean that one would need to setup a very advanced crossroad network instead of simply raising your agility to 400 then have the accessibility to jump clear across the world.
If all problems above were to be fixed. By that I mean boats nerfed and travel mechanics fixed wagons would need a heavy nerf as well not becoming the substitute for boats.
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MagicManICT
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Re: Wishful Thinking for Haven
"For shits and giggles" is reason enough by itself no matter how hard it is to do things. However, the harder it is, the less it shows up because it's harder to find multiple people at one time willing to do something for that reason alone.Xcom wrote: ICA is full of people raiding for the lolz. If it did take a bit more effort in raiding someone there wouldn't be any form of incentive to make pallybashers or ganksquad in for the shits and giggles.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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AnnaC
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Re: Wishful Thinking for Haven
I think you're overestimating the speed and mobility of wagons for their cost and requirements. It will always be faster for raid parties to use boats and cross land on foot with water, not too mention it will be much more versatile and easy to organize as everyone has the ability to throw up a spare boat in the middle of a wooded river bank (especially with a metal saw).Xcom wrote:Your right I might have come of a bit hostile. But ICA is full of people raiding for the lolz. If it did take a bit more effort in raiding someone there wouldn't be any form of incentive to make pallybashers or ganksquad in for the shits and giggles. Going 3 super grids away to raid someone would mean that you would literally have to stop 5-6 times to recuperate hunger. Alliances around the world would be needed as to give safe shelter before you could reach your target.
Really the only "nerf" wagons would need, is their speed in swamps, they should be reduced to crawl or walk speed. Other than that, again as I said their size and mobility are heavy downsides to their effectiveness. To make wagons the logistical problem you assume they'd be, requires preparing the land beforehand and cutting trails through the wilderness (step 1 of road building). And personally any economic infrastructure development SHOULD have logistical advantages.If all problems above were to be fixed. By that I mean boats nerfed and travel mechanics fixed wagons would need a heavy nerf as well not becoming the substitute for boats.
I like your idea about boats, they should drain stamina at their maximum speed; right now the only thing that even slightly balances that out, is the fact that they are limited to water travel; which really isn't that much of an issue since rivers are all over the place. Personally I think just reducing the amount of rivers in the worldgen would help this a lot, and make wagons more viable to boot (as one of the major grievances is how troublesome river crossings are in wagons).
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)