Keeping you Posted, #0

Announcements about major changes in Haven & Hearth.
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Repercussionist
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Re: Keeping you Posted, #0

Post by Repercussionist »

loftar wrote:
Lunarius_Haberdash wrote:At no point should you be able to return instantly across that vast a distance.. Period.. Ever... You could literally hearth from one end of the map to the other. This is just plain unacceptable in a game that wishes to encourage regions, civilizations, trade, and the like. It may encourage trade, but only in that it becomes far too easy to engage in.
I'm not going to say that you don't have a point, but you are exaggerating it. If fast-travel is only possible in one direction, distance still matters.
I like having hearth-porting, even as it is, though I wouldn't be opposed to having it reworked somehow, maybe making weight an element or extending the time it takes to port based on how far you're porting. I feel crossroads could be done away with (as convenient as they are, even for me). The delicate part, IMO, is village porting. I like having it so that in case your hearth is destroyed and you aren't around, you will be able to at least get back to your village and community, but the fact that we can use them essentially like infinite distance crossroads is messed up. One way this could be countered would to be having an amount of time that you have to be a member of that village before you can use village port. This would reset any time you left/rejoined/switched a village. It wouldn't stop everything to do with village porting (hf out, vp in to gather materials) but it could slow down some stuff, such as node outposting and whatever.

One other thing to give some thought to is how this is going to impact trust (and other non-mechanic stuff), oddly enough. People already have trust issues because of the nature of the game and the nature of people, but when you're no longer able to teleport between walls or to idols, keys are going to have to be used. You're either going to have to be a dictator about it and hold them all on your alt, but you have to be available to let people when they need in. You could share an account, but risk having it stolen/abused. You could share keys with people, but that proves some of the same liabilities. I don't have any ideas on if this could be managed by other means somehow, or even if it should, just food for thought.
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overtyped
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Re: Keeping you Posted, #0

Post by overtyped »

Repercussionist wrote:blah blah blah.
That gives me an idea, what if you didn't remove crossroads and village porting but instead give it a cooldown like 5 real life hours. That way you can still use them, but not carelessly ping ponging to different crossroads like a maniac.
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Bawhoppen
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Re: Keeping you Posted, #0

Post by Bawhoppen »

I'm not exactly sure if this fits the timeframe of Haven but I think for mining it would be interesting to implement Hushing for mining.

If you don't know Hushing is an ancient Roman technique where you use large amounts of water to soften and expose the ore beneath.

http://en.wikipedia.org/wiki/Hushing
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Lunarius_Haberdash
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Re: Keeping you Posted, #0

Post by Lunarius_Haberdash »

overtyped wrote:
Repercussionist wrote:blah blah blah.
That gives me an idea, what if you didn't remove crossroads and village porting but instead give it a cooldown like 5 real life hours. That way you can still use them, but not carelessly ping ponging to different crossroads like a maniac.
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Virow
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Re: Keeping you Posted, #0

Post by Virow »

Maybe add a % chance that items in inventory can get lost while fast traveling?
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LadyV
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Re: Keeping you Posted, #0

Post by LadyV »

Virow wrote:Maybe add a % chance that items in inventory can get lost while fast traveling?
No! You would kill trade.
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Lunarius_Haberdash
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Re: Keeping you Posted, #0

Post by Lunarius_Haberdash »

LadyV wrote:
Virow wrote:Maybe add a % chance that items in inventory can get lost while fast traveling?
No! You would kill trade.
Trade would adapt... What you mean is:

"You would kill trade the way we have come to know it, and we're afraid of a change that makes this process challenging and necessary."

Right now it's neither. Sufficient time spent on your own and you can reach any tech level with any amount of resources. No village truly NEEDS another village.

This needs to change.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
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Tonkyhonk
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Re: Keeping you Posted, #0

Post by Tonkyhonk »

Lunarius_Haberdash wrote:
LadyV wrote:
Virow wrote:Maybe add a % chance that items in inventory can get lost while fast traveling?
No! You would kill trade.
Trade would adapt... What you mean is:

"You would kill trade the way we have come to know it, and we're afraid of a change that makes this process challenging and necessary."

Right now it's neither. Sufficient time spent on your own and you can reach any tech level with any amount of resources. No village truly NEEDS another village.

This needs to change.
have you imagined how you would actually enjoy losing the most valuable in your inventory but keep all the junks by a misclicked teleport or whatever the situation allows you.
its a good example how some dont actually think it through seriously how its like to experience certain things when suggesting. e.g. lots of people talk like natural disasters should occasionally hit the hearthlings and devastate some players randomly (and im not the exception), but they are never those who have already experienced what its like to be "the chosen one" who get nuked WHEN WE ALL ARE SUPPOSED TO BE HAVING FUN and not in real life.

either way, it is one of the worst suggestion ive seen and its not about trading. it has nothing to do with the game being challenging.
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GrapefruitV
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Re: Keeping you Posted, #0

Post by GrapefruitV »

Tere is a one simple fact about random events:
positive ones are good for the game, negative ones are bad, unless there is a mechanic that allows to prevent it completely (like cave ins and supports in current haven).
There is no need to overthink it. No matter how fun thinking about earthquakes and floods could be, it should not be implemented. Ever.
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loftar
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Re: Keeping you Posted, #0

Post by loftar »

Well, I do think it would be a weird and kind of boring mechanic to just lose stuff from your inventory at random. When Jorb and I first added crossroads, we actually imagined that every use of them would drain a non-trivial amount of your town's authority, rather. But the point seems kind of moot, since whatever we decide to add probably won't look like crossroads do now anyway. :)
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