loftar wrote:We actually implemented road-travel just the other day. So far it's very similar to what Potjeh initially proposed, in that milestones simply give you the option to fast-travel to the other end of the road, given that there are no obstacles on the way. If there are, you'll be stopped there. (It's not entirely complete yet however, as we haven't yet decided exactly what to do with travel-weariness.)
Highwaymen putting boulders on roads confirmed.
Fast travel is a type of teleportation and not simply a speed boost?
Does fast travel stop exactly at the obstacle, or a little bit before it?
Jackard wrote:Fast travel is a type of teleportation and not simply a speed boost?
It is indeed. When we speak of "fast travel" in Haven we usually refer to teleportation.
Jackard wrote:Does fast travel stop exactly at the obstacle, or a little bit before it?
Well, the current implementation tries to scatter players a bit around the point of the obstacle, but the exact behavior is obviously a detail that's very much open to tweaking. If we are to speak of details, it might be worth mentioning that fast-travel is normally only available from the endpoints of a milestone trail, but if there is an obstacle that throws you out of fast-travel you get a buff that lasts for an hour that lets you continue from any milestone on the trail. Following the trail normally is always possible from every milestone.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
Jackard wrote:Does fast travel stop exactly at the obstacle, or a little bit before it?
Well, the current implementation tries to scatter players a bit around the point of the obstacle, but the exact behavior is obviously a detail that's very much open to tweaking. If we are to speak of details, it might be worth mentioning that fast-travel is normally only available from the endpoints of a milestone trail, but if there is an obstacle that throws you out of fast-travel you get a buff that lasts for an hour that lets you continue from any milestone on the trail. Following the trail normally is always possible from every milestone.
Obviously this creates raid points to to waylay travelers. Being tossed out of fast travel near the blockage is fine. But I would suggest a possibility, maybe based on perception, to be tossed out sooner than normal to symbolize alert people along the road noticing bandit signs. That way there is a counter to someone just waiting to kill or rob you. If you have a chance to detect a blockage before your arrival to it its more fair. But as balance you should only be able to tell once underway, as you get closer to it.
Arcanist wrote:I see brickwalled roads everywhere, that or major griefing.
can you continue along the road while in combat?
Yeah, I thought about that too. The issue then is maintaining them. There's a point where you have too many layers of walls and too large of a claim to call it a road anymore. Eventually it stops being a road between neighbors and just becomes the path to the other part of your base. So you can definitely secure roads but it gets expensive.
A walled off road, assuming roads as they exist in physical space and the game currently, blocks a bit of the world from easy navigation. A long road pretty much blocks anyone from crossing unless they're at one end or the other. Anyone else see a problem with that concept? (I see some "positives" and negatives, so, whatever. I can deal with the mechanic if need be.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
MagicManICT wrote:A walled off road, assuming roads as they exist in physical space and the game currently, blocks a bit of the world from easy navigation. A long road pretty much blocks anyone from crossing unless they're at one end or the other. Anyone else see a problem with that concept? (I see some "positives" and negatives, so, whatever. I can deal with the mechanic if need be.)
I've seen some unbelievably huge brick walls, built just for the hell of it. Imagine if we gave people a good reason.
Xcom wrote:@Oddity - Currently you do need a HS to party someone from afar. Remember that you can't memorize someone from afar at all.
Oh, right, I thought it was "no hearth-spawning", but it's actually "no hearth secrets at all".
That will be interesting...
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
Amanda44 wrote:The reason I love Haven so much is because it feels 'real' to me, I love the idea of surviving in the wilderness and then gradually building up, design and crafting and raising my skills and produce. The introduction of more 'magic' is just going to ruin it for me, lol, I don't need to try it to see, I already know it.
If it allays your fears somewhat, rest assured that we are fully aware that, to the extent that "magic" even exists, it needs a very large foundation of "real" in order to even be magic. Otherwise, it's just another mechanic. One thing I really dislike about games like WoW is that everyone and their aunt seems to have glowing eyes, runic swords, horned armors and epic helmets. When everything is epic, nothing is. This is the same reason why we never got as far as implementing witchcraft in Salem.
Yes, that does help somewhat, and yes, I'm in total agreement with your 'epic' statement ............ so, it doesn't sound like I'll be logging in to my neighbour flying over my head on a broomstick and putting some weird hex on my perfectly maintained crops, just yet then.
Also, thank you.
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked. Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254