Yeah, wagons are so fucking awesome, in W6 Brodgar, I stole Vigilance's wagon and constantly drove it all over Brodgar. To feasts... To brawls... Thing is, Brodgar roads were paved and I'd be faster when running (easier to control)
I don't care how sloppy they are, wagons are epic and if they were faster than sprint, had smaller hitboxes or whatever, and counted as a claim (if you could sleep in it) that'd be great.
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Wishful Thinking for Haven
Jalpha wrote:I believe in my interpretation of things.
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_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: Wishful Thinking for Haven
early w6 i had a cool adventure by wagon in the far NE of the world, past the last river...
maybe the problem is with the map rather than boats or wagons.
maybe the problem is with the map rather than boats or wagons.

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Phaen
- Posts: 996
- Joined: Fri Jan 21, 2011 2:17 am
Re: Wishful Thinking for Haven
If trees didn't spawn so close together, wagons would be a lot less annoying.

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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Wishful Thinking for Haven
Yup this.Phaen wrote:If trees didn't spawn so close together, wagons would be a lot less annoying.
Actually wagons can be useful too. If you live on a huge island, take one out of your base, and you can get 20 boars in little time, and whatever fits in the inventory space.
Jalpha wrote:I believe in my interpretation of things.
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FFDreke
- Posts: 30
- Joined: Thu Aug 08, 2013 10:38 am
- Location: North of the Wall
Re: Wishful Thinking for Haven
This is such a stupid complaint. This is how wagons worked historically as well. They have their advantages, but come at a huge cost. Investment, necessity of pre-planning, beaten paths/roads are nearly required while the road is not designed this way, required escorts.Xcom wrote:Please stop talking about wagon transport. Wagons are flawed on every level when it is used as a transportation method. Of the top of my head.
1. The Cow can be stolen / killed / detached by simply walking up to it and preforming a flower action on it.
2. The Wagon is exposed and can by direct means get attacked by hostiles or be destroyed by hand or animals.
3. Its to bulky traversing land or water with a wagon that is not pre prepared for wagon use i.e. roads and if roads are used they can easily be camped to cause the issues listed in 1 and 2.
4. Wagons are to expensive and bulky for any use other then inbase liftable object transport.
Suggesting Wagons should be used as a transport method is just stupid.
I would absolutely love if next world, the center or of the map was a massive lake. Like SG-sized massive. Maybe put an island in the center. It would be really interesting to watch the chaos for king-of-the-hill.
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Flame
- Posts: 1834
- Joined: Thu Oct 08, 2009 5:03 pm
Re: Wishful Thinking for Haven
He's not totally wrong. I've never seen someone stole a horse from a moving vagon. Maibe because they are roped... XD You need to Stop the horse and then cut the ropes. or try to cut those while the cart is moving but ther's anothe problem...the vagon will kill you just walking over u. SPLAT.
SO..No. Horses..hemm pardon...cows should not be stoled from an occupied vagon.
for all the other trubles there is one main solution.The simplest. The easiest.
BUILD A FUCKING BIGGER GATE.
So
one can
build his vagon
INSIDE.
And don't come up with the fake vagon gate. That's just a glitch.
SO..No. Horses..hemm pardon...cows should not be stoled from an occupied vagon.
for all the other trubles there is one main solution.The simplest. The easiest.
BUILD A FUCKING BIGGER GATE.
So
one can
build his vagon
INSIDE.
And don't come up with the fake vagon gate. That's just a glitch.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Wishful Thinking for Haven
le bump
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: Wishful Thinking for Haven
Ohh this thread again. 
I honestly would love to see more endgame content similar to spiraling metal and feldspar kilns. Something hard to attain like level 6 mining or rare animal hunting similar to trolls. Maybe unique resource nodes like gold but not just mining related. More building options wouldn't hurt either.
And for all the wagon lovers. I don't see any of you using your wagons out about. Maybe you should put your money where your mouth is and use that hot ride of yours. Make sure to hit that screenshot button just before your ganked in your mobile coffin and post it for our viewing pleasure.
Bigger issue would be if wagons was fixed. All it would do would be to fuel the ever so problematic issue we are having in haven and its all related to how small our world really is. Distances doesn't matter at all. Even if teleport mechanics would be removed a simple boat ride or wagon ride could place a raiding party 5 super grids away right at your doorstep in the matter of hours. So beg your devs to give your enemy's a new tool to raid your asses.
Maybe if you had some brains you would realize that stamina draining boat rides would imply raiding parties going clear across the world would need some real effort and not just 5 clicks to fill travel weariness, jump to a new crossroad, hop into a boat and sit at someones doorstep in less then 10 minutes. Without the teleport mechanics would mean 2 hour wagon ride, logged of in it I might add, log on at your enemy's doorstep. No need to worry about hunger, water, raiding materials or effort. Just pure raiding pleasure without brains, effort or planning.
I honestly would love to see more endgame content similar to spiraling metal and feldspar kilns. Something hard to attain like level 6 mining or rare animal hunting similar to trolls. Maybe unique resource nodes like gold but not just mining related. More building options wouldn't hurt either.
And for all the wagon lovers. I don't see any of you using your wagons out about. Maybe you should put your money where your mouth is and use that hot ride of yours. Make sure to hit that screenshot button just before your ganked in your mobile coffin and post it for our viewing pleasure.
Bigger issue would be if wagons was fixed. All it would do would be to fuel the ever so problematic issue we are having in haven and its all related to how small our world really is. Distances doesn't matter at all. Even if teleport mechanics would be removed a simple boat ride or wagon ride could place a raiding party 5 super grids away right at your doorstep in the matter of hours. So beg your devs to give your enemy's a new tool to raid your asses.
Maybe if you had some brains you would realize that stamina draining boat rides would imply raiding parties going clear across the world would need some real effort and not just 5 clicks to fill travel weariness, jump to a new crossroad, hop into a boat and sit at someones doorstep in less then 10 minutes. Without the teleport mechanics would mean 2 hour wagon ride, logged of in it I might add, log on at your enemy's doorstep. No need to worry about hunger, water, raiding materials or effort. Just pure raiding pleasure without brains, effort or planning.
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AnnaC
- Posts: 853
- Joined: Wed Jun 23, 2010 6:15 pm
Re: Wishful Thinking for Haven
Because as you said you paint a target on your back. I already said wagons are not viable in the new-age no-nice-things-allowed Hearthlands.Xcom wrote:And for all the wagon lovers. I don't see any of you using your wagons out about. Maybe you should put your money where your mouth is and use that hot ride of yours. Make sure to hit that screenshot button just before your ganked in your mobile coffin and post it for our viewing pleasure.
Wagons wouldn't make this any easier, as they are not very fun if you have rivers and woodlands. Also I don't think the "smallness" of the world matters, it's more if the 2-3 hour travel is worth it. Coordinating an organized gank squad for that long on essentially nobodies or low value targets is a waste of time, boring and hard to coordinate. The only people generally targetted are the big fish anyway or high-drama inducing targets.Bigger issue would be if wagons was fixed. All it would do would be to fuel the ever so problematic issue we are having in haven and its all related to how small our world really is. Distances doesn't matter at all. Even if teleport mechanics would be removed a simple boat ride or wagon ride could place a raiding party 5 super grids away right at your doorstep in the matter of hours. So beg your devs to give your enemy's a new tool to raid your asses.
Why are you being so hostile? I like your boat idea as boats are stupid how fast they can go with no effort. That doesn't mean wagons should be removed either, it's another option that is fun to mess with atleast as a novelty (I've used it a couple times to gather a bunch of sand this world).Maybe if you had some brains you would realize that stamina draining boat rides would imply raiding parties going clear across the world would need some real effort and not just 5 clicks to fill travel weariness, jump to a new crossroad, hop into a boat and sit at someones doorstep in less then 10 minutes. Without the teleport mechanics would mean 2 hour wagon ride, logged of in it I might add, log on at your enemy's doorstep. No need to worry about hunger, water, raiding materials or effort. Just pure raiding pleasure without brains, effort or planning.
And about wagon making travel too easy for raiders, have you travelled long distance in a wagon? River crossings are tedious as hell, and the only places that aren't full of river crossings all the time are the supergrid edges, which are pure forest. I consider myself a fairly good wagon pilot, and it's not always fun going through a woodland that hasn't been atleast somewhat prepared for wagon travel. I really don't see why you're so hostile to wagons here, they will always have a small niche, even if they're "fixed" (main thing is I think rafts need to be improved somewhat, or a way to stake/leash a cow to a tree or a post).
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)
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bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: Wishful Thinking for Haven
dynamic resource locations
non-linear increase of claim cost, so that claiming entire mountains or lakes and creating LP banks becomes more cost-prohibitive than it is currently
removal of fast travel, no hearthfires. people are summonable at claim stake, if a player does not have yeomanry, they can't buy criminal skills. if a player does not have a claim, they are summonable anywhere. you must be touching the player's claim stake to summon them, so that players can't be summon-killed over walls.
an end to alting and bringing back true permadeath, such that dying is a major setback and not simply an annoying inconvenience. the only way to do this, is to make it so there's no incentive to have alts for everything. i'm not sure how this can be done, but a few steps in the right direction:
1. a better system to replace keys and gates - simplest solution: claim owner/lawspeaker can set permissions for who can open gates
2. scrap personal beliefs altogether - everyone can mine, everyone can farm/plant trees/boil cocoons, everyone has a base 100% LA (with exception of pearl necklace etc)
3. diminishing returns on studying the same curio over and over, so that it becomes necessary to add variety to your study once in a while instead of studying the same set over and over
non-linear increase of claim cost, so that claiming entire mountains or lakes and creating LP banks becomes more cost-prohibitive than it is currently
removal of fast travel, no hearthfires. people are summonable at claim stake, if a player does not have yeomanry, they can't buy criminal skills. if a player does not have a claim, they are summonable anywhere. you must be touching the player's claim stake to summon them, so that players can't be summon-killed over walls.
an end to alting and bringing back true permadeath, such that dying is a major setback and not simply an annoying inconvenience. the only way to do this, is to make it so there's no incentive to have alts for everything. i'm not sure how this can be done, but a few steps in the right direction:
1. a better system to replace keys and gates - simplest solution: claim owner/lawspeaker can set permissions for who can open gates
2. scrap personal beliefs altogether - everyone can mine, everyone can farm/plant trees/boil cocoons, everyone has a base 100% LA (with exception of pearl necklace etc)
3. diminishing returns on studying the same curio over and over, so that it becomes necessary to add variety to your study once in a while instead of studying the same set over and over
Karede wrote: It takes a special kind of autism to play this game