Current map generator support fast travel without loosing stamina. I really wish to see hnh without teleportation. Griefing would have local scale, no easy world domination. Having best resources in one hand would be extremely hard, at least using it, cus you can be robbed while transporting your clay or soil or w/e. No more rat race at quality, going to the cave, far far away for best ore spot.
Sounds fun ;p.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Recent changes
jorb wrote:No clue what the drama is about but I stand by the crossroad change under any and all circumstances. Crossroads being a few branches and some dreams is was and will always be retarded regardless of what detrimental effects it may admittedly have on the present gamestate where plenty of cheap crossroads are already established. The only thing I may admit is that we could have chosen a better time to mess with Haven at all, BUT!
Since all we hear are complaints about how broken the world and the game and the siege mechanics presently are, no one should mind the slightest if we decide to run some experiments to see what we can do about that. Long live the perpetual alpha, and go play something else if you don't like it.
jorb wrote:While we're on the subject, I wonder what bringing back brick-bashing would change....
Why are you posting this here instead of just going ahead with it? Makes it sound like an empty threat.jorb wrote:Or maybe, what if we removed teleport completely?
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Recent changes
While fully removing teleporting might be a good idea it is in my eyes oddly on the level of a world resetting change. As places as now are built with crossroads in mind.
It very would could be a good change though, just to make it fully effective the reset button would need to be hit.
It very would could be a good change though, just to make it fully effective the reset button would need to be hit.
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samual82
- Posts: 83
- Joined: Thu Jun 17, 2010 11:57 pm
Re: Recent changes
if they removed teleporting, it would be good if they enabled brick bashing, so people could modify their vaults.
then again, alot of vault owners would be stranded if the change were sudden enough, and thats not really a bad thing
alot of raiders taking advantage of the holidays it seems, and or the rage quitting, saw another raider attempt, on one of my own compounds, the bubbled ram is cooling on their walls as we speak, when will people learn to seal pallisade corners?
would be very nice if raiders were limited to their local haunt, would make purging my area alot less tedious. would also force specialist towns to form trade agreements with other specialist towns, as no one town could do it all as they say, unless they were stupidly lucky, in which case they are target no.1, change the current trade setup dramatically. my god i see a wonderful game
now all we need is other fast travel methods, like maybe a new boat type with no room for chests but shit tons of speed? or maybe room for one chest only? and another boat like a wagon with room for a few, but maybe goes stupidly slow or needs two people to row? could work like skit steer maybe?(bobcat), hell a war galley a raiding party can use and everyone rows either forward or back, back on one side and it turns slow while moing back, back on one side forward on the other, it pivots slowly etc, few formula later you could make that work
then again, alot of vault owners would be stranded if the change were sudden enough, and thats not really a bad thing
alot of raiders taking advantage of the holidays it seems, and or the rage quitting, saw another raider attempt, on one of my own compounds, the bubbled ram is cooling on their walls as we speak, when will people learn to seal pallisade corners?
would be very nice if raiders were limited to their local haunt, would make purging my area alot less tedious. would also force specialist towns to form trade agreements with other specialist towns, as no one town could do it all as they say, unless they were stupidly lucky, in which case they are target no.1, change the current trade setup dramatically. my god i see a wonderful game
now all we need is other fast travel methods, like maybe a new boat type with no room for chests but shit tons of speed? or maybe room for one chest only? and another boat like a wagon with room for a few, but maybe goes stupidly slow or needs two people to row? could work like skit steer maybe?(bobcat), hell a war galley a raiding party can use and everyone rows either forward or back, back on one side and it turns slow while moing back, back on one side forward on the other, it pivots slowly etc, few formula later you could make that work
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samual82
- Posts: 83
- Joined: Thu Jun 17, 2010 11:57 pm
Re: Recent changes
what would be wonderful to mix with that, would terraforming of water tiles, filling in shallow, or creating shallow and deep, using a boat for deep i presume, make moats then 
not to mention, convenient canals
terraform grass or heath back into forest using tree seeds aswell
with time and a hell of alot of effort you could write dirty words on the map using rivers
not to mention, convenient canals
terraform grass or heath back into forest using tree seeds aswell
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cobaltjones
- Posts: 2725
- Joined: Tue Dec 07, 2010 1:27 am
Re: Recent changes
lolloftar wrote:Well, to be sure, we do intend to revisit the travel system sooner or later. The crossroads in particular don't work as we intended, seeing how people tend to use them mainly for intra-village travel and less so for inter-village travel. In hindsight, it isn't, of course, very surprising; but there is obviously reason to revisit them.
The primary reason why we limited crossroads to be built in villages was to ensure that the travel network would be sparse, and even that was just because we couldn't figure out a better mechanic to achieve that effect. Of course, we could have made them ridiculously expensive, but I doubt that would have a very good effect either. We'll probably think of something.
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ImAwesome
- Posts: 739
- Joined: Sat Sep 10, 2011 4:35 pm
Re: Recent changes
you mean a raft?samual82 wrote:and another boat like a wagon with room for a few, but maybe goes stupidly slow or needs two people to row? could work like skit steer maybe?(bobcat)
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Recent changes
More on my thoughts:
Really the only teleporting things that should be in the game are cross roads and logging in at your hearth fire (otherwise it lesseons just a but what a hearthfire is).
Crossroads should cost a lot (like they do now) and should have a limit on how many could be built (4-6 feels about right or based off the leaders Cha). Plus they should only have the ability to be built on the village claim that the person building them is part of. This would mean they are a lot harder to get rid of as an effect since they are a lot more needed and cost a lot.
This also means I would suggest a change to travel weariness. If you run or dash it build up some, same with traveling a good distance from your claim. The idea is to slow you down. Though this is less important an idea as the other but it would also add more possible things to spend LP on (forced march which allows you to travel farther faster before resting). Also makes wagons and boats to travel longer distances since they should not add to travel weariness. This also can start in idea trading towns and rest houses for groups (but people will be people and likely kill such places but its an idea).
I have much more to add to this but this is all I have that fully connects to what is being said.
Really the only teleporting things that should be in the game are cross roads and logging in at your hearth fire (otherwise it lesseons just a but what a hearthfire is).
Crossroads should cost a lot (like they do now) and should have a limit on how many could be built (4-6 feels about right or based off the leaders Cha). Plus they should only have the ability to be built on the village claim that the person building them is part of. This would mean they are a lot harder to get rid of as an effect since they are a lot more needed and cost a lot.
This also means I would suggest a change to travel weariness. If you run or dash it build up some, same with traveling a good distance from your claim. The idea is to slow you down. Though this is less important an idea as the other but it would also add more possible things to spend LP on (forced march which allows you to travel farther faster before resting). Also makes wagons and boats to travel longer distances since they should not add to travel weariness. This also can start in idea trading towns and rest houses for groups (but people will be people and likely kill such places but its an idea).
I have much more to add to this but this is all I have that fully connects to what is being said.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Recent changes
It wasn't intended as a threat.Jackard wrote:Why are you posting this here instead of just going ahead with it? Makes it sound like an empty threat.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Recent changes
You should totally mess with the game. It's not like this world has anything going for it, right?