I know I'm new here but I just found out about there being quite a bit of teleporting in the game with crossroads and what not. I'm just curious what good or bad effects this has on the game. I'm not really a big fan of games of this nature allowing safe teleportion of goods as it seems to take away a bit of the risk from the "trading" game, but that is just my opinion.
I guess in the end when I heard about the specifics of this game I pictured the interesting game play possibilities of trade caravans and what not, but it's seems from what I have read most trading is done with teleportation networks.
I'm pretty open to ideas, just curious what others thought.
Thank you for your replies.
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Onionfighter
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Re: I know I'm new, but...
There is a lot of discussion regarding teleportation. Some people, like me, hope to see it eventually removed. Others (Avu comes to mind) hate the very mention of it.
Not speaking of the specific arguments for or against the idea, but many of the people who like teleportation are the home/fort builders and traders. Many of the people who want it removed are those who like to explore.
Not speaking of the specific arguments for or against the idea, but many of the people who like teleportation are the home/fort builders and traders. Many of the people who want it removed are those who like to explore.
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TeckXKnight
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Re: I know I'm new, but...
I've read the argument that it's essential until other mechanics are fixed, primarily gates. Telling a trader to spend 2 hours hiking across the wilderness to swap a chest full of cakes for a chest full of clay was utter madness before w5 but now it's not an impossibly terrible waste of time as they're still studying their curiosities. I think that has made it much more reasonable to expect people to explore and travel.
Also, without the world map it was very difficult to get around and what is an hour trip now used to take at least twice as long. Primarily because you didn't know what river systems to use, you just attempted to take the most direct route and this often involved a lot of dragging a boat over land. It helps that swimming isn't instantly fatal anymore and so boats aren't as necessary for exploration but still essential for trade.
In many ways I think we're working towards a world where teleportation is no longer necessary but it's easy to argue that we're still no there and without it there are too many missing mechanics that would turn this game into a major drag. Personally, I think without better road systems and the ability to either terraform hills or circumvent them in some non-roundabout way that teleportation alleviates a lot of tedium in the game.
Also, without the world map it was very difficult to get around and what is an hour trip now used to take at least twice as long. Primarily because you didn't know what river systems to use, you just attempted to take the most direct route and this often involved a lot of dragging a boat over land. It helps that swimming isn't instantly fatal anymore and so boats aren't as necessary for exploration but still essential for trade.
In many ways I think we're working towards a world where teleportation is no longer necessary but it's easy to argue that we're still no there and without it there are too many missing mechanics that would turn this game into a major drag. Personally, I think without better road systems and the ability to either terraform hills or circumvent them in some non-roundabout way that teleportation alleviates a lot of tedium in the game.
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JackSimple
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Re: I know I'm new, but...
Wouldn't that be the whole point. Merchants who had better roads and had better maps would profit better than those who didn't. Anyway just some thoughts.TeckXKnight wrote:I've read the argument that it's essential until other mechanics are fixed, primarily gates. Telling a trader to spend 2 hours hiking across the wilderness to swap a chest full of cakes for a chest full of clay was utter madness before w5 but now it's not an impossibly terrible waste of time as they're still studying their curiosities. I think that has made it much more reasonable to expect people to explore and travel.
Also, without the world map it was very difficult to get around and what is an hour trip now used to take at least twice as long. Primarily because you didn't know what river systems to use, you just attempted to take the most direct route and this often involved a lot of dragging a boat over land. It helps that swimming isn't instantly fatal anymore and so boats aren't as necessary for exploration but still essential for trade.
In many ways I think we're working towards a world where teleportation is no longer necessary but it's easy to argue that we're still no there and without it there are too many missing mechanics that would turn this game into a major drag. Personally, I think without better road systems and the ability to either terraform hills or circumvent them in some non-roundabout way that teleportation alleviates a lot of tedium in the game.
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bitza
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Re: I know I'm new, but...
the main problem with a traveling caravan type group, is that they are much more vulnerable to thefts and attacks than a village - along with the aforementioned tedium of traveling. living without walls (and having any sort of reasonable wealth) is a bad idea in h&h
Karede wrote: It takes a special kind of autism to play this game
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JackSimple
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Re: I know I'm new, but...
I thought that was suppose to be the whole fun of the gamebitza wrote: living without walls (and having any sort of reasonable wealth) is a bad idea in h&h
Anyway roads can have walls too. I guess I'm just saying put me down in the "no teleporting" vote if there is such a thing
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bitza
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Re: I know I'm new, but...
another obstacle in the way of removing teleportation would have to be an alternate for the current gate key system. right now, the alternative to using crossroads to exit your village is to carry keys. as hilarious as it is to kill someone and get a full set of keys to their village, this is a situation that is extremely bad for the players who are murdered or their keys become lost/stolen
Karede wrote: It takes a special kind of autism to play this game
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M_So
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Re: I know I'm new, but...
I was kind of thinking about this and the problem is that it should not be their job to protect their goods but rather the village that they are at, they are doing you a favor by traveling to sell their wares the villages should set up protected area that they manage and several rest stops for wary travelers. I would be happy to do this, if there is hope it could bring back the caravans.bitza wrote:the main problem with a traveling caravan type group, is that they are much more vulnerable to thefts and attacks than a village - along with the aforementioned tedium of traveling. living without walls (and having any sort of reasonable wealth) is a bad idea in h&h
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btaylor
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Re: I know I'm new, but...
There have been numerous major kingdoms/villages in the past where they acted as a neutral meeting ground for traders but this world is the biggest by far and that makes getting around a lot harder, even with crossroads. Perhaps if there was a neutral trading village where it didn't cost any weariness to travel to... where you could rent stalls... I would be so happy.M_So wrote:I was kind of thinking about this and the problem is that it should not be their job to protect their goods but rather the village that they are at, they are doing you a favor by traveling to sell their wares the villages should set up protected area that they manage and several rest stops for wary travelers. I would be happy to do this, if there is hope it could bring back the caravans.bitza wrote:the main problem with a traveling caravan type group, is that they are much more vulnerable to thefts and attacks than a village - along with the aforementioned tedium of traveling. living without walls (and having any sort of reasonable wealth) is a bad idea in h&h
The unfed mind devours itself. - Gore Vidal
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M_So
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Re: I know I'm new, but...
Exactly my point, they are doing the village a favor by traveling, even if they only travel a hour you could get maybe 20 people at a central village easy. I know at least 6 noobies that would love to use outside my village as a trading ground and that is within 30min of my area.btaylor wrote:There have been numerous major kingdoms/villages in the past where they acted as a neutral meeting ground for traders but this world is the biggest by far and that makes getting around a lot harder, even with crossroads. Perhaps if there was a neutral trading village where it didn't cost any weariness to travel to... where you could rent stalls... I would be so happy.M_So wrote:I was kind of thinking about this and the problem is that it should not be their job to protect their goods but rather the village that they are at, they are doing you a favor by traveling to sell their wares the villages should set up protected area that they manage and several rest stops for wary travelers. I would be happy to do this, if there is hope it could bring back the caravans.bitza wrote:the main problem with a traveling caravan type group, is that they are much more vulnerable to thefts and attacks than a village - along with the aforementioned tedium of traveling. living without walls (and having any sort of reasonable wealth) is a bad idea in h&h