According to Jorb, that's the plan. They haven't decided how best to implement a method of getting around teleportation and getting in and out of a village. I believe this was a discussion from a year+ ago at that.dra6o0n wrote: Why not just remove crossroads from the game and implement a more advanced way of transportation that doesn't includes some offworld teleportation around the place...
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MagicManICT
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Re: Xroad alternative solutions
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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samual82
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Re: Xroad alternative solutions
anyone here play UO once upon a time?
teleport runes
, small reasonably annoying to make runes attuned to one specific set of coords.... mind you, you might have to restrict things like not being about to use them if your not permissioned for the vclaim or pclaim on them, plus it's a physical object the player has to carry, or prefferably, able to use from a cupboard
using them in that game had the delay aswell, i think uo balanced the delay issue by having zones, like towns with npc guards, not that you could or would ever do that to hnh.... hell i dont know how you balance this game properly
teleport runes
using them in that game had the delay aswell, i think uo balanced the delay issue by having zones, like towns with npc guards, not that you could or would ever do that to hnh.... hell i dont know how you balance this game properly
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dra6o0n
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Re: Xroad alternative solutions
Except... This game isn't based on any fantasy lore, it's more of a 'realism/Hebrew' or something lore... I even forget what HnH is suppose to be now that I look at it.samual82 wrote:anyone here play UO once upon a time?
teleport runes, small reasonably annoying to make runes attuned to one specific set of coords.... mind you, you might have to restrict things like not being about to use them if your not permissioned for the vclaim or pclaim on them, plus it's a physical object the player has to carry, or prefferably, able to use from a cupboard
using them in that game had the delay aswell, i think uo balanced the delay issue by having zones, like towns with npc guards, not that you could or would ever do that to hnh.... hell i dont know how you balance this game properly
My friend's game will include magic and the like in it, in some way or form, but it's not going to be extremely powerful without a risk or something.
But yeah, in HnH, 'fantasy-fictional' based magic is out of the picture, at least that's how the community sees that.
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Jackard
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Re: Xroad alternative solutions
its difficult not to make fun of you for thisdra6o0n wrote:Except... This game isn't based on any fantasy lore, it's more of a 'realism/Hebrew' or something lore... I even forget what HnH is suppose to be now that I look at it.
http://www.havenandhearth.com/portal/about
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samual82
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Re: Xroad alternative solutions
hey, it wasn't about creating magic, the magics there/ already, it's just vague and illdefined and not called magic, i was merely bringing up how another meta travel system functioned, brainstorming man!
i'm right behind the idea that magic might possibly cheapen or ruin this game.
you certainly couldn't do it without shit tons of planning, balancing the curent combat against it and then alpha testing the hell out of it before inflicting it on your players. hah cheap jibe, no i think magic would not fit, but outside devs and inner circles, whose to say what will? and what will be tried anyway?
bloody interesting at the moment, at least till work starts up again.. and/or my wife makes an ultimatum
i'm right behind the idea that magic might possibly cheapen or ruin this game.
you certainly couldn't do it without shit tons of planning, balancing the curent combat against it and then alpha testing the hell out of it before inflicting it on your players. hah cheap jibe, no i think magic would not fit, but outside devs and inner circles, whose to say what will? and what will be tried anyway?
bloody interesting at the moment, at least till work starts up again.. and/or my wife makes an ultimatum
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dra6o0n
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Re: Xroad alternative solutions
Myths and legends of the sort don't use the extreme cases of fantasy settings... It depends on the source and It's more like a what ifs to 'plausible' fictional elements.Jackard wrote:its difficult not to make fun of you for thisdra6o0n wrote:Except... This game isn't based on any fantasy lore, it's more of a 'realism/Hebrew' or something lore... I even forget what HnH is suppose to be now that I look at it.
http://www.havenandhearth.com/portal/about
Plus...
Loosely inspired, NOT based.fictional world loosely inspired by Slavic and Germanic myth and legend
If it were "based on", then it makes more sense to have a greater level of fictional fantasy, but because it's "inspired by", it's still more about realism to the era of those times.
For instance, my friend's game will be 'based on a medieval fantasy' setting. If it were 'loosely inspired' then it wouldn't have the 'fantasy' in it.
Myths/Legend takes a individual's view on a fictional setting. Others would then use this view to explain it to others.
Fantasy takes on a 'society's view' on a fictional setting. Everyone would generally use this view and expand on it using their imaginations.
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Jackard
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Re: Xroad alternative solutions
What is this technicality bullshit you are spouting, trying to justify that you had forgotten the easily found game description?
"Hebrew"? what the hell
"Hebrew"? what the hell
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sabinati
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Re: Xroad alternative solutions
it makes sense, what with all the golemsJackard wrote: "Hebrew"? what the hell
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MagicManICT
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Re: Xroad alternative solutions
sabinati wrote:it makes sense, what with all the golemsJackard wrote: "Hebrew"? what the hell
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Jackard
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Re: Xroad alternative solutions
that's giving him way too much creditsabinati wrote:it makes sense, what with all the golems