@Jesus Smith Nandez
The only problem is the player base wont work with that change. Vulnerable trade, travel, movement in general... It's a ripe plum for the picking. And it would be picked to the point of devastation. let alone the time and effort to set up such travel points just to have them preyed upon and such. In an ideal situation it would work. But you have to accredit the faction, raider, and griefer mindset that upsets the balance.
With none of the protections civilization posses' trying to create a civilized infrastructure is futile. There are not enough players to patrol roads, local people to add a watch... let alone the ability to be around all the time as a real person in the situation might be.
Fast travel is and has been the best work around to that flaw. And to date I have heard no other solution that truly solves the problems removing ti would spawn.
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LadyV
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Jesus_Smith_Nandez
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Re: Suggestions for Hafen (Haven and Hearth 2)
You'd have to travel in powerful groups, have guards, or just generally be powerful and able to defend yourself in order to be safe, that's the downside. This excludes many isolationists who aren't popular enough/rich enough to have a whole convoy deliver right to their door and promotes grouping for safety.
Also, the roads/infrastructure would, in theory, be built as it is needed, with a very large and fleshed out system after a large amount if time.
Also, the roads/infrastructure would, in theory, be built as it is needed, with a very large and fleshed out system after a large amount if time.
HnH Videos
God bless
God bless
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borka
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Re: Suggestions for Hafen (Haven and Hearth 2)
The choice of your words shows of what spirit you are ... and what you are imagine simply is not working in an open MMO like HnHJesus_Smith_Nandez wrote:isolationists
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LadyV
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Re: Suggestions for Hafen (Haven and Hearth 2)
Allow me to translate. Pay to deliver. Extortion or die. Traveling to another road not know its safe. Forcing combat....Jesus_Smith_Nandez wrote:You'd have to travel in powerful groups, have guards, or just generally be powerful and able to defend yourself in order to be safe, that's the downside. This excludes many isolationists who aren't popular enough/rich enough to have a whole convoy deliver right to their door and promotes grouping for safety.
Also, the roads/infrastructure would, in theory, be built as it is needed, with a very large and fleshed out system after a large amount if time.
No thank you what you suggests is nothing but a raiders dream. As for your "isolationsists" they are a bigger part of the game than you know. And if they can't speak for themselves I shall. So kindly drop your exclusionist attitude.
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Karede
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Re: Suggestions for Hafen (Haven and Hearth 2)
There's almost definitely a way to nerf trading without completely fucking over hermits and small groups
I for one trust in our swedish overlords
I for one trust in our swedish overlords
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Fharlanghn
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Re: Suggestions for Hafen (Haven and Hearth 2)
Seems to me that they're nerfing factions, when it comes down to it.
It gets harder to have a massive civilization when you can't guarantee that your alt is going to end up in the same place as all your other alts. Further, not being able to immediately start with their friends will make immediate domination of (presumably) new game mechanics more difficult.
There's nothing that can be done about Skype groups and Ventrilo servers to prevent the spread of information, but it's certainly disincentive enough when they're there for anything other than fun and chattering with each other.
Everything I've heard about the way the new world will work has very pointedly done nothing to hurt hermits, and has really only put the world powers on the same level as them. People really like to chatter about how trading is required for a lot of the higher-end equipment and steel and how so-called "isolationists" will be left out of the running with no long-distance oath-traveling, but it seems to me that this is very pointedly not true.
Far too much is being assumed, though. I look forward to finding out who is correct.
It gets harder to have a massive civilization when you can't guarantee that your alt is going to end up in the same place as all your other alts. Further, not being able to immediately start with their friends will make immediate domination of (presumably) new game mechanics more difficult.
There's nothing that can be done about Skype groups and Ventrilo servers to prevent the spread of information, but it's certainly disincentive enough when they're there for anything other than fun and chattering with each other.
Everything I've heard about the way the new world will work has very pointedly done nothing to hurt hermits, and has really only put the world powers on the same level as them. People really like to chatter about how trading is required for a lot of the higher-end equipment and steel and how so-called "isolationists" will be left out of the running with no long-distance oath-traveling, but it seems to me that this is very pointedly not true.
Far too much is being assumed, though. I look forward to finding out who is correct.
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Jesus_Smith_Nandez
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Re: Suggestions for Hafen (Haven and Hearth 2)
Yeah, you're right, I didn't really think that idea throighKarede wrote:There's almost definitely a way to nerf trading without completely fucking over hermits and small groups
I for one trust in our swedish overlords
HnH Videos
God bless
God bless
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DamJNeT
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Re: Suggestions for Hafen (Haven and Hearth 2)
I would like to be able to do panning in rivers. This is how people used to find alluvial gold and then track it back to the reefs. Not with a magic wand.
Taking soil samples inland to process with water in your base or nearest river to find lodes etc...
It would feel more real, and add a bit more depth to the game on that side.
It would also allow hermits to be able to gather a bit of precious metals without having to invest massive amounts of resources for a mine shaft...
It works for nearly every precious/semi precious mineral (they're all heavy)
http://en.wikipedia.org/wiki/Gold_panning
Probably too late to implement this but I'd thought I'd share this idea with you
Taking soil samples inland to process with water in your base or nearest river to find lodes etc...
It would feel more real, and add a bit more depth to the game on that side.
It would also allow hermits to be able to gather a bit of precious metals without having to invest massive amounts of resources for a mine shaft...
It works for nearly every precious/semi precious mineral (they're all heavy)
http://en.wikipedia.org/wiki/Gold_panning
Probably too late to implement this but I'd thought I'd share this idea with you
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mvgulik
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Re: Suggestions for Hafen (Haven and Hearth 2)
Searched topic for: year (none found)
Searched topic for: season (none found)
Adding years to time counter.
- Days seems a bit small as longest time-span counter.
- Could be used in relation to slow regular world changes. (aka: seasons)
Searched topic for: season (none found)
Adding years to time counter.
- Days seems a bit small as longest time-span counter.
- Could be used in relation to slow regular world changes. (aka: seasons)
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mvgulik
- Posts: 4094
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Re: Suggestions for Hafen (Haven and Hearth 2)
Searched topic for: time (plenty, none related)
Searched topic for: rune (none found)
Searched topic for: message (none found)
Adding some way to judge the age of a in-game player created messages.
(Example: HnH-1 Runstones lacking any aging process.)
(Like perhaps overgrowing with moss, or something else, over time.)
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O yea, Optional option to add a time/date to the message. (I know, I'm lazy.)
Searched topic for: rune (none found)
Searched topic for: message (none found)
Adding some way to judge the age of a in-game player created messages.
(Example: HnH-1 Runstones lacking any aging process.)
(Like perhaps overgrowing with moss, or something else, over time.)
---
O yea, Optional option to add a time/date to the message. (I know, I'm lazy.)