Roads & Teleportation

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Roads & Teleportation

Postby spawningmink » Wed Oct 14, 2015 8:25 pm

teleportation

in the future will there be a quick way to teleport to a allied town such as oathing? road signs just arnt cutting it.

feedback would be nice just no R00D comments please
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Re: question aswell as food for thought

Postby jorb » Wed Oct 14, 2015 8:27 pm

Road signs will have to cut it. #yes
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Re: question aswell as food for thought

Postby jorb » Wed Oct 14, 2015 8:29 pm

Also, again,

The Rules wrote:Title your threads properly. Condense the main idea of your post into one phrase or sentence and use that for the title. Poorly named threads will be moderated.


Don't just call your threads "thoughts". Describe the actual subject. Fixed it for you.
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Re: Roads & Teleportation

Postby Lunarius_Haberdash » Wed Oct 14, 2015 8:39 pm

spawningmink wrote:teleportation

in the future will there be a quick way to teleport to a allied town such as oathing? road signs just arnt cutting it.

feedback would be nice just no R00D comments please



Well maintained roads are the sign of an advanced civilization, or one foolish enough to provide guides for raiders to follow.

There is no safety, there is only the road.
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Re: Roads & Teleportation

Postby Sever » Wed Oct 14, 2015 9:38 pm

spawningmink wrote:teleportation

in the future will there be a quick way to teleport to a allied town such as oathing? road signs just arnt cutting it.

feedback would be nice just no R00D comments please

The pros and cons of roadsign teleportation were dscussed thoroughly, and the consequences were found to quite heavily outweigh the advantages. Moving vast distances in an instant should never be as trivial as it once was.
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Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Lunarius_Haberdash » Thu Oct 15, 2015 5:30 am

Sevenless wrote:@ garfy I feel that argument just means we shouldn't have any system relying on the average quality. The fact that both tools and curios do is a little harsh. We also need some method of trading, the road concept is not cutting it. If we don't want to allow hearthlings to teleport everywhere, it's time to start talking some method of distance trading (aka mail). Hearthling magic it up, give it a cost, but we need it.


Travel bitches... Just fucking suck it up and travel. It's risky, it's dangerous, and that's what trade is and should be. An investment of time for valuable consideration.

Jorb already said that roads are going to have to cut it.

Adjust.
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Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Sevenless » Thu Oct 15, 2015 1:49 pm

Lunarius_Haberdash wrote:
Sevenless wrote:@ garfy I feel that argument just means we shouldn't have any system relying on the average quality. The fact that both tools and curios do is a little harsh. We also need some method of trading, the road concept is not cutting it. If we don't want to allow hearthlings to teleport everywhere, it's time to start talking some method of distance trading (aka mail). Hearthling magic it up, give it a cost, but we need it.


Travel bitches... Just fucking suck it up and travel. It's risky, it's dangerous, and that's what trade is and should be. An investment of time for valuable consideration.

Jorb already said that roads are going to have to cut it.

Adjust.


Not worth the risk and effort to trade with anyone beyond an hour travel. So trade just doesn't happen for the most part. This is adjusting playstyle to meet the current mechanics, as a result trade barely exists outside small amounts of local trading.

Roads would be fine, but they need improved protections. If I make a road, anyone can come around and destroy it with zero cost. No point building grand highways if they're so easy to destroy.
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Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Procne » Thu Oct 15, 2015 2:03 pm

Sevenless wrote:Roads would be fine, but they need improved protections. If I make a road, anyone can come around and destroy it with zero cost. No point building grand highways if they're so easy to destroy.

You could vclaim them and build walls on boths sides of the road :D

Although I wonder - if you build a wall around the small roadsign - does it stop you from travelling? Or would you have to obstruct the golden arrow location (that is chosen when erecting the sign, and which is used as waypoint when you follow the signs)?
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Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Avu » Thu Oct 15, 2015 2:20 pm

Even if you do this there's no way to wall check since roads bypass the walking. And a ram without a wall check is basically free breech. We need a better system.
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Re: Suckling's Maws, Grape Vines, Cattle, Cheese and Rings

Postby Procne » Thu Oct 15, 2015 2:30 pm

Avu wrote:Even if you do this there's no way to wall check since roads bypass the walking. And a ram without a wall check is basically free breech. We need a better system.

Well, the attacker has to build the ram and probably guard it a bit. If they succeed they get what? The road is broken for a moment, which can be easily fixed. A lot of effort for minor damage.
What would be the bigger problem is the fact attackers could place obstacles and hunt people who are pulled out of the hyperspace...
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