Boats

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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g1real
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Re: Boats

Post by g1real »

Jackard wrote:
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.)
It doesn't remove teleportation, but who says it needs to, this just limits teleportation.

Oh and the 30m cooldown would be ingame.
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Laremere
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Re: Boats

Post by Laremere »

I agree with horses that can go sprinting speed on road, and horse drawn carts. Additionally, I'd like to see boats that can be used for transporting massive amounts of items. Also, boat travel will be much safer than overland travel when considering animal threats. Unless, of course, carp are implemented.
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sonerohi
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Re: Boats

Post by sonerohi »

An Idea on horses. They can sprint on roads, but it will damage their hooves, and after a certain point they will start going at run, and after a certain time there, a walk, and after that you must dismount and lead them til their hooves recover. To prevent this, you can make horseshoes of any metal, with appropriate endurance levels for each metal. Horses could also go at a permanent run on non-paved land, without needing shoes.

On boats, there needs to be more oceanic or larger river sections. As is, the only things useful on current rivers would be crude rafts and canoes. A larger oceany area would provide actual incentive to make big galleons with larger crews, both for transport of food and people, and because larger boats can support more massive sails, which means speed. They can also support more, and heavier, weaponry, like cast iron cannons or small catapults.
Last edited by sonerohi on Sun Sep 13, 2009 10:57 pm, edited 1 time in total.
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Laremere
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Re: Boats

Post by Laremere »

One word: Barges.
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Jackard
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Re: Boats

Post by Jackard »

sonerohi wrote:As is, the only things useful on current rivers would be crude rafts and canoes.
Don't you understand the appeal of traveling fast speed with no stamina drain or animal attacks?
sonerohi
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Re: Boats

Post by sonerohi »

Yah, but the point is that that would be personal transport at most. Hypothetically, say you find an iron mine and a gold mine on some rockland right by a lake or river. Say your current town is also on a lake or river. When you need food, do you want to only be able to raft in 24 pieces of something at a time, or a small barge to be able to haul in 100+ items. I understand the appeal very well, having just died to a river.
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Jackard
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Re: Boats

Post by Jackard »

point is, rivers and lakes provide good reasons for big ships too

not just seas
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theTrav
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Re: Boats

Post by theTrav »

Allow all existing teleport options so long as the following is true: seconds since last logged off = (distance^2 * move speed per second at crawl)


It's still somewhat exploitable, but makes it generally faster to make the walk yourself and especially so over long distances. The numbers for this could obviously be tweaked, but the main point is that, the further you are, the longer you need to be offline, logging on and off re-sets the clock, and the cost in time grows exponentially.
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Spiff
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Re: Boats

Post by Spiff »

KaiserPanda wrote: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.
This. I understand the whole wanting to balance trade and stuff, but making the game more bore (walking for hours is NOT exciting) is not fun.
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Onionfighter
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Re: Boats

Post by Onionfighter »

What bothers me is that without teleportation the amount of player to player interaction will decrease because of the distances between settlements and resources.
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