Boats

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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loftar
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Re: Boats

Post by loftar »

Jackard wrote:I can understand the RoB removal, but what's the rationale for no longer being able to spawn at your own village?

One might even consider village totems more important than hearthfires. If it reaches the point where you want to cut down on teleportation even further, they should replace the hearthspawn.
The rationale is the same -- one can just build one's Hearth Fire really far away so as to avoid force summoning and then just keep logging in at the village idol. It might be argued that village members should be summonable at their idols, though.

I'm not really sure what to do with the RoB in the future, though. I'm not particularly fond of having that kind of official "center of the world", but obviously, new players have to spawn somewhere. It would be nice, at least, to be able to join a village right away when creating a new character, but even then...
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Colbear
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Re: Boats

Post by Colbear »

You could make distant town applications -- as in, newbie spawns at the RoB and there's a menu for him (as well as for everyone else, from anywhere, like a "community" menu as many games have) where he can see the names of currently recruiting towns, and send an application to them -- then, the chieftain or lawspeaker can see the app and accept/reject remotely instead of having to be able to click him.
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Jackard
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Re: Boats

Post by Jackard »

loftar wrote:
Jackard wrote:I can understand the RoB removal, but what's the rationale for no longer being able to spawn at your own village?

One might even consider village totems more important than hearthfires. If it reaches the point where you want to cut down on teleportation even further, they should replace the hearthspawn.
The rationale is the same -- one can just build one's Hearth Fire really far away so as to avoid force summoning and then just keep logging in at the village idol. It might be argued that village members should be summonable at their idols, though.
If you're going to cut down on spawns, have towns override hearths. Seriously.
Vanigo
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Re: Boats

Post by Vanigo »

loftar wrote:d) The player would leave a "temporary hearth fire" or something after him for those thirty minutes, making it impossible to build anything there: It seems this could easily be used for griefing to block something with a completely unremovable object for thirty minutes.
What if you made it liftable? I guess there's the issue that people might move it behind a gate or something, but it doesn't seem like that big a deal to me; generally either the person will log back on shortly and it won't have been moved that far, or they won't be logging on for more than half an hour and it'll despawn. You'd have to set it up so that if it despawns the "where you logged out" option puts them back where they logged out, not where the temporary hearth was, but I'm sure that's not hard.
(You'd also have to deal with what happens if someone's carrying it when you log on, and make it so it can't be put in carts, but neither of those seems particularly difficult.)
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g1real
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Re: Boats

Post by g1real »

- Hearthfire replaces RoB when build
- No login to town, however an ability with a 30m cooldown that ports you to the totem.
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Jackard
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Re: Boats

Post by Jackard »

g1real wrote:- No login to town, however an ability with a 30m cooldown that ports you to the totem.
A cooldown woudn't fix the issue he is trying to solve: promoting travel over teleportation. Caravans, roads, riverboats, etc.

Having the special spawns override one another is the simplest solution: Ring < Hearth < Village

(I actually like the teleportation, but if you're going to remove it let's go with the least damaging option to towns. Making things easy for groups should take priority over secreting away your spawn where no one will ever find it.)
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sabinati
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Re: Boats

Post by sabinati »

yeah teleportation owns and you still have to do a great deal of normal travel in this game anyway
KaiserPanda
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Re: Boats

Post by KaiserPanda »

I'd probably quit if teleportation was taken out. It's already a pretty tedious game - which is excusable for the fun player interaction and exploration - but that is nails on a chalk board. The only way I could see it working with road networks is some kind of trader NPCs to do the tedious travel and maybe road-fast-travel for players.
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Peter
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Re: Boats

Post by Peter »

I cannot say that I would quit if teleportation is taken away- but I agree that a lot of travel would become tedious. The old standby compromise would work, of course. Say, when you log off, the game paths from your LO position to various points- your Hearthfire, the RoB, nearby towns- and if you log in at a point where you could have walked to a location, you can "teleport" there.

By pathing, you could prevent players from leaving their islands or passing closed walls, but it doesn't take everything- notably, active obstacles- into account. Still, you loose out on any LP you might have gained by hiking the long way, and any items you might have found, so it may balance out.

The other major problem may be something like if a town closes it's gates after you've logged off, can you enter or leave? Maybe have the path check only take place when you log on?
Last edited by Peter on Sun Sep 13, 2009 4:30 pm, edited 1 time in total.
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Yolan
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Re: Boats

Post by Yolan »

I think the tedium and even danger of travel is one of those restrictions necessary to allow complexity to develop. Only when porting is taken out will we really have to think about the distance from everywhere as in a factor in setting up outposts. I like the idea of overriding spawn levels, and I'm saying that as a person who has been spawning non-stop for a few hours today while ferrying clay to a mining location to build kilns and smelters.

What I would ask for is that we have some basic stuff to help us out before any restrictions are put in place:

Boats.
Horse riding (on roads, making sprinting speed possible over long distance).
Horse drawn carts, lets say, 2 horse, for one cart (which also goes at sprinting speed on road).

Not so basic possibilities:
Eagle riding.
Hot air balloons.
Actual magical gateways (potentially dangerous!).

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