@up
Yup but the world is still mostly land, I meant something like RL Earth.
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Mateusz_Zboj
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FictionRyu
- Posts: 1655
- Joined: Wed Jun 01, 2011 5:12 am
Re: Smaller amounts of water & more expensive boats
It may be me, but I still don't understand. Haven and Hearth..this game.. it already has large landmasses. Continents. Islands. Whatever you want to call 'em, look at the world map. Your idea of making continents is null and void due to the fact that we already have them.
Scooby Doo taught us that the real monsters are humans.
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Kriegwolf
- Posts: 203
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- Location: Moscow, Russia
Re: Smaller amounts of water & more expensive boats
It may be me, but rivers look like they're all the same size. I'd just want more realistic river/lake/sea systems, that'd be cool.
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Xuvian
- Posts: 38
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Re: Smaller amounts of water & more expensive boats
I think that he meant big oceans only passable with expensive ships and islands which are much away from each other. Anyway, that's nice idea.
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FictionRyu
- Posts: 1655
- Joined: Wed Jun 01, 2011 5:12 am
Re: Smaller amounts of water & more expensive boats
They're not all the same size.Kriegwolf wrote:It may be me, but rivers look like they're all the same size.
I understood that. I disagree with it being a good idea. The river system is fine just as.Xuvian wrote:I think that he meant big oceans..
Scooby Doo taught us that the real monsters are humans.
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ApocalypsePlease
- Posts: 1164
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Re: Smaller amounts of water & more expensive boats
Alas the Haven and Hearth world to my understanding is only meant to represent a specific area of the world, and not the world as a whole, so giving it large masses of sea with continents doesn't really fit in. Also logistical issues with it is that there would still need to be about the same area of land as there is currently, so spawning is not necessarily hazardous if say you spawned on a largely dominated continent.Mateusz_Zboj wrote:@up
Yup but the world is still mostly land, I meant something like RL Earth.
Inactive
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Mateusz_Zboj
- Posts: 760
- Joined: Sun Jul 03, 2011 8:03 pm
Re: Smaller amounts of water & more expensive boats
You are right, but partially.FictionRyu wrote:It may be me, but I still don't understand. Haven and Hearth..this game.. it already has large landmasses. Continents. Islands. Whatever you want to call 'em, look at the world map. Your idea of making continents is null and void due to the fact that we already have them.
There are many lands divided from others but by thin rivers and medium lakes. Compare it to Wurm (where big ships make sense).
@up
This would where charter stones would finally make their point.
Maybe a copypasta from Wurm, yet it still would be nice to have some land that is unaccessible from beggining. (or perspectively unaccessible)
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Smaller amounts of water & more expensive boats
Some possible solutions
Hunting specific issues:
Reduce ranged weapon accuracy from a boat (small boats aren't really very stable shooting platforms in reality and 'boat-by' griefing should be discouraged )
Make Animal AI run away from the river-bank area more intelligently
Put some vegetation along the riverbank which hinders ranged weapons (most riverbanks are choked with bushes and don't provide clear shoots into the forest)
General river transport dominance:
Add a current to the river that moves the boat at modest speed (makes travel in one direction slower and opens chance for over-land to be effective competitor)
Organize rivers into more natural 'water-sheds' (greatly increases length of shortest water-route between average points)
Make a boat speed distinction between shallow and blue water, shallow being slower and most small rivers being shallow (directly drops the big speed advantage)
Make rowing a boat more tiring (directly drops the big exhaustion advantage)
Allow Wagons to 'ford' rivers at shallow locations, small rivers might be all shallow, big ones intermittently so, lakes all deep (even if rare these would stimulate the creation of long distance roads, also much simpler to implement then bridges).
Hunting specific issues:
Reduce ranged weapon accuracy from a boat (small boats aren't really very stable shooting platforms in reality and 'boat-by' griefing should be discouraged )
Make Animal AI run away from the river-bank area more intelligently
Put some vegetation along the riverbank which hinders ranged weapons (most riverbanks are choked with bushes and don't provide clear shoots into the forest)
General river transport dominance:
Add a current to the river that moves the boat at modest speed (makes travel in one direction slower and opens chance for over-land to be effective competitor)
Organize rivers into more natural 'water-sheds' (greatly increases length of shortest water-route between average points)
Make a boat speed distinction between shallow and blue water, shallow being slower and most small rivers being shallow (directly drops the big speed advantage)
Make rowing a boat more tiring (directly drops the big exhaustion advantage)
Allow Wagons to 'ford' rivers at shallow locations, small rivers might be all shallow, big ones intermittently so, lakes all deep (even if rare these would stimulate the creation of long distance roads, also much simpler to implement then bridges).