Onionfighter wrote:What bothers me is that without teleportation the amount of player to player interaction will decrease because of the distances between settlements and resources.
It might, or it might bring people closer together, or it might make transactions more bulk.
We won't know until it's implemented. I certainly would expect more encounters on the road once teleportation is cut out
theTrav wrote: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.
This is not an all bad idea, at least until we get boats and the World is Healed
Of course the exponent in the equation does not need to be set to 2 - it could be changed to anything from 1 to inf, depending on how much Brownian random walk our Hearthlings are capable of when left to themselves without our supervision. (Maybe it even could be made partly a function of, say, survival?)
theTrav wrote: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.
My home is ~10k tiles away from the RoB, so i have to wait 27k hours ( 3,5 years) before i relog?
As long as there are no bridges, some fast traveling options (like horses and boats) and no river connections between all supergrids i dont like this idea at all. Some of us had very long walking-tours to find mines or high q material. Trading and building up nice citys will be destroyed at all, if teleporting gets banned.
More than anything, I am concerned by the idea that we might end up with just little one man crafts that can store a couple of items. Yes, I think those are brilliant for crossing water, getting around, and heck, even trade. Two stowed chests can hold quite a few goodies.
But damnit, this is Haven and Hearth. Where are our longboats!!! ROAR!!!!
I mean, really, this new world is stupidly big, and save leaving porting as it is, we need decent sized boats that we can use to get goods where they need to go.
I think that the current rivers are wide enough to fit a smallish longboat, capable of carrying five or six people and a half dozen objects. I do think that building one of these babies should take quite a lot of skill and materials though, ditto with actually sailing it. Much more than building a log cabin. A longboat should be one of those things which really represents an achievement of co-operative craftsmanship and labour.
As long as solo players have some river-crossing options, that's OK.
What we need to go along with boats, of course, would be a sane world-gen system with a more natural system of rivers and rivers of varying widths- and let's not forget seas and oceans.