shutup shut up SHUT UPPhaedrothSP wrote:guard dogs
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Jackard
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- Location: fucking curios how do they work
Re: Encourage Road Use
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PhaedrothSP
- Posts: 544
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Re: Encourage Road Use
well I'm not suggesting they be implemented, I'm just saying the only way to have it always be protected would be some NPC.
Unless you could form a caravan like a party, and ..have that party linked to a village so then it is still under village claim somehow?
Unless you could form a caravan like a party, and ..have that party linked to a village so then it is still under village claim somehow?
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Delamore
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Re: Encourage Road Use
Is it the games fault that you want to make a long trip but are too stupid to plan ahead and get people together to travel as one group?PhaedrothSP wrote:Yeah but with this game there's no guarantee that guards will always be present, unless it was like guard dogs.
Nope, quite sure it's all your fault.
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PhaedrothSP
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Re: Encourage Road Use
I never said traveling alone, and even with a group things come up. If people have to leave and you're not at your destination yet then yes that is your problem.
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theTrav
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Re: Encourage Road Use
I'm against teleporting in general, for swearing in new town members, making villages publicly spawnable for new characters would be a good start, otherwise form travel parties to go and collect people.
The dropped bag on logout would be a good step, another good one would be my (much) earlier suggestion of making people log off for about the amount of time it would take to walk/crawl to their destination. Which doesn't completely remove the ability to teleport and could be exploited by alts, but could make it pretty inconvenient.
I think for the most part, having roads exert a small amount of civilization (maybe enough to drop mordor down to level 9 or something) would be enough to make them better transit corridors... That's if the benefit of knowing where you're going and being able to take carts isn't already enough.
There's also the benefit that taking a road means you might encounter people, and encounters are fun (even if they're bandits and you die)
The dropped bag on logout would be a good step, another good one would be my (much) earlier suggestion of making people log off for about the amount of time it would take to walk/crawl to their destination. Which doesn't completely remove the ability to teleport and could be exploited by alts, but could make it pretty inconvenient.
I think for the most part, having roads exert a small amount of civilization (maybe enough to drop mordor down to level 9 or something) would be enough to make them better transit corridors... That's if the benefit of knowing where you're going and being able to take carts isn't already enough.
There's also the benefit that taking a road means you might encounter people, and encounters are fun (even if they're bandits and you die)
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loftar
- Posts: 9096
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Re: Encourage Road Use
I agree with many of the points. I did add the "Log in by the Ring of Brodgar" option mainly to encourage trade, indeed, but it does seem that it takes away trading by other means.
I've also become a bit hostile to teleporting in general, indeed. One thing I've considered is to make so that, unless one logs out by one's Hearth Fire, the character stays logged in for a minute. They would both eliminate trivial teleporting around, and it would also remove the problem where a spotted thief logs out before one has a chance to aggro him. It may be a bit harsh in relation to aggressive wildlife, however.
I've also long liked theTrav's idea of not being able to log in by places you wouldn't have had a chance to walk to, based purely on Euclidean distance. The main problem with that suggestion is the general problem with logging in where one logged out, namely what to do in case someone has build something on that spot or claimed it or similar. If it weren't for that, I'd probably have done it long ago.
I don't really like the idea of making roads themselves add to civilization, but mostly so for reasons of performance. It would be far more performance intensive (in particular I/O intensive) to do the civilization census if every tile had to be examined. I certainly wouldn't mind the idea of carving Milestones, though. :)
I've also become a bit hostile to teleporting in general, indeed. One thing I've considered is to make so that, unless one logs out by one's Hearth Fire, the character stays logged in for a minute. They would both eliminate trivial teleporting around, and it would also remove the problem where a spotted thief logs out before one has a chance to aggro him. It may be a bit harsh in relation to aggressive wildlife, however.
I've also long liked theTrav's idea of not being able to log in by places you wouldn't have had a chance to walk to, based purely on Euclidean distance. The main problem with that suggestion is the general problem with logging in where one logged out, namely what to do in case someone has build something on that spot or claimed it or similar. If it weren't for that, I'd probably have done it long ago.
I don't really like the idea of making roads themselves add to civilization, but mostly so for reasons of performance. It would be far more performance intensive (in particular I/O intensive) to do the civilization census if every tile had to be examined. I certainly wouldn't mind the idea of carving Milestones, though. :)
The idea we had (and still have) is to make it so that Hearth Fires can be stolen from, but so that characters who have no Hearth Fire will leave their inventory behind when logging out. (If we just implemented the first but not the second part, then noone would be as stupid as to build a Hearth Fire, ever)Jackard wrote:link? im fairly certain that was a player suggestion, not a dev...Potjeh wrote:Remember how devs said you'll leave a bag with your inventory when you log out?
iirc jorb favored the hearthfire inventory to fix the problem of alt storage, but dont remember hearing anything else related
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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kobnach
- Posts: 671
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Re: Encourage Road Use
This game does crash occasionally, and sometimes stays down for hours.PhaedrothSP wrote:I never said traveling alone, and even with a group things come up. If people have to leave and you're not at your destination yet then yes that is your problem.
This with ref to an earlier poster saying "it's not the game's problem" or similar.
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Laremere
- Posts: 736
- Joined: Fri May 29, 2009 9:02 pm
Re: Encourage Road Use
Speaking of which, it would be cool to introduce a signpost system. There would be trail heads and trail markers. You would make two trail heads, one at each end of the trail and name it (say, one is named Pinevalley, and the other is named Caketown) You would then build trail markers in between the two trail heads. After that you would go to one sign post, right clicking and saying to create trail. Then go right clicking each of the trail markers until you reached the other trail head, and which point they would become connected. A travel could then come along, click the Pinevalley trailhead, and select lead to the Caketown trail head. A sonar or a new window would point in the direction of the next trail marker, until you get close then it would start pointing to the next one until you get to the other trail head. Trail heads could have multiple connections. Additionally, there could be different kinds of trailheads and markers. For markers, there could be stone markers that take three pieces of stone to make, and have a range the length of the screen. There also would be signs that have a range of many screens, but take a board or two to make.I certainly wouldn't mind the idea of carving Milestones, though.
Just a (long) thought.

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Peter
- Posts: 1491
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Re: Encourage Road Use
You're saying that in order to move a cart-full of trade goods, I need to:Delamore wrote: Is it the games fault that you want to make a long trip but are too stupid to plan ahead and get people together to travel as one group?
Nope, quite sure it's all your fault.
A: Quit my job to play H&H full time, or
B: Orchestrate a collection of people in 12 time zones who will, as a relay, move the cart the whole way. Each of these people must first find the cart, brave whatever dangers are on the way, and be trusted not to steal any of the trade goods you're moving.
My point is, as it stands, trading with anyone more than an hour away without teleporting is impossible for any healthy human being.
Surprise.
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Delamore
- Posts: 1234
- Joined: Mon Jul 13, 2009 9:11 am
Re: Encourage Road Use
Yes that is exactly what I'm saying because it takes 12 time zones to travel an hour or two.Peter wrote:You're saying that in order to move a cart-full of trade goods, I need to:Delamore wrote: Is it the games fault that you want to make a long trip but are too stupid to plan ahead and get people together to travel as one group?
Nope, quite sure it's all your fault.
A: Quit my job to play H&H full time, or
B: Orchestrate a collection of people in 12 time zones who will, as a relay, move the cart the whole way. Each of these people must first find the cart, brave whatever dangers are on the way, and be trusted not to steal any of the trade goods you're moving.
My point is, as it stands, trading with anyone more than an hour away without teleporting is impossible for any healthy human being.