QoL: Charterstones Critique

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Kaios
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Re: QoL: Charterstones Critique

Post by Kaios »

Clemence wrote:Charstone in village, HF in the mine, free teleport between both like HF and village in legacy.
If I remember right charstones were made to stop this abuse.
No longer being able to port to village idol was the change to stop such abuse, charter stones were simply re-added in a modified form of their previous version because players wanted an easier way to trade with each other across great distances instead of being required to travel for a number of hours.

However, you aren't wrong that they could be used in that manner so maybe limiting to porting from village idol only could be a possibility. Would still be possible to port from idol underground to charter above ground but requires much more investment than a hearthfire.
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Granger
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Re: QoL: Charterstones Critique

Post by Granger »

Charterstones are overpowered and should go away.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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LadyGoo
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Re: QoL: Charterstones Critique

Post by LadyGoo »

Granger wrote:Charterstones are overpowered and should go away.
Well, we all saw what has happened when the charterstones did not exist. As inno trades.
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Ysh
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Re: QoL: Charterstones Critique

Post by Ysh »

LadyGoo wrote:
Granger wrote:Charterstones are overpowered and should go away.
Well, we all saw what has happened when the charterstones did not exist. As inno trades.
This implies charter is the only way for implementing trade tools. I do not yield this point.
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Granger
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Re: QoL: Charterstones Critique

Post by Granger »

Slightly longer version:

Charterstones enable uninterruptible, 100% safe teleports between two locations inside walls.
Nice to have (which I do, so don't start on me crying about it being unfair because of me lacking it), but overpowered.

IMHO: get rid of them and - to give raiders a chance - make roads actually useful (in terms of not easily vandalizeable so one doesn't have to rebuild them every day) instead. Plenty of suggestions to make them better exist on this forum.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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VDZ
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Re: QoL: Charterstones Critique

Post by VDZ »

Granger wrote:Slightly longer version:

Charterstones enable uninterruptible, 100% safe teleports between two locations inside walls.
Nice to have (which I do, so don't start on me crying about it being unfair because of me lacking it), but overpowered.

IMHO: get rid of them and - to give raiders a chance - make roads actually useful (in terms of not easily vandalizeable so one doesn't have to rebuild them every day) instead. Plenty of suggestions to make them better exist on this forum.
Rather than being too easy to vandalize (road vandalism seems rare, in my experience), they're too difficult/time-costly to build for longer routes. Particularly constantly having to build around trees is beyond annoying. Also, we have no map of roads or anything like that, so it's near-impossible to coordinate properly to get a decent road system up that covers significant areas; almost all roads currently in the world are just for the private use of the builder as others usually have no idea that those roads exist, let alone where they come from and where they lead to.
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Undefined
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Re: QoL: Charterstones Critique

Post by Undefined »

As someone who builds extensive road networks I can tell you roads decay in usefulness quickly, this speeds up the longer the road is.
I have one for example that is interrupted 6 times now, be it from a newbie spawning a HF in between 2 stones or even down to an idiot building an entire base over a milestone (Which he's paved around inside his pali)
Roads are awesome, I like them, but they're not going to enable reliable travel between very long distances in their current form.

I would put forward the idea of something like a GRAND CHARTER STONE which is built by the receiver and costs a significant amount of resource and potentially additionally requires upkeep. The GRAND CHARTER STONE could be travelled to using something like a MINOR CHARTER STONE which only allows travel to a GRAND CHARTER STONE at the cost of relatively easily obtained resources per trip.

I'm in full agreement that requiring rock crystals to build a charter stone really puts ideas and community projects like trade hubs in a strange position of only being accessible by people less likely to actually want to use them.
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VDZ
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Re: QoL: Charterstones Critique

Post by VDZ »

For context, I'd like to note that currently at least one person has grown desperate enough to offer $20 to be able to build a charter stone. Likely this person is locked out of proper trading until they manage to build the charter stone.

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