Road mechanic rework / remove teleportation

Thoughts on the further development of Haven & Hearth? Feel free to opine!
skltnk00
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Re: Road mechanic rework / remove teleportation

Post by skltnk00 »

Granger wrote:OK, back on topic then.

What do you guys (and girls) think about removing teleportation from the roads and centralize them a bit, to foster more encounters?
I think idea is great. It'll put bulls, carts and vagons to good use. Those are mostly cosmetic right now.
World will become more alive and interesting.

Teleportation sucks.
+1
magisticus
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Re: Road mechanic rework / remove teleportation

Post by magisticus »

Personally I don't like the idea of having to walk along the roads at whatever speed as it leads to repetition.

If there is going to be travel weariness for following roads it should probably be less than the weariness induced by charter stones (if they are staying in the game), otherwise there will just be more charter stones and less roads.

Like the concept of a road requiring to be paved (from next world), however you should probably also be able to join up to a road that is already in existence, regardless of whether it is claimed or not and regardless of the amount of other roads following it, and follow that - as you would be able to in reality. Thus with an infinite amount of roads on the same sign that mechanic would have to change - possible maybe to make the paving itself function as a road? with the sign functioning simply to join one road to another and disignating whether the first road goes right or left when it hits the second and the full route being associated with the initial milestone? Once you connect your road to an existing road network you would then be required to visit each of the milestones to select whether the new road turns right or left at them.

Roads could perhaps have a virtual bridge where they cross water, whereby the crossing of the water requires more stones/other resources to complete that section of road indicating the effort that would be required to build a bridge without it needing to actually exist as an object with all the other complexities that would entail. (This could be expanded to make the crossing of larger sections of water progessively to require harder to aquire resources, ie metal-hard metal-wrought-steel)

The destruction of roads should still be possible but should perhaps be vandalism whether or not the road is claimed. Having a mechanism where more people end up on the same road would give more people a vested interest in maintaining it (repairing or chasing down vandals)

Also don't see why roads need to be waylaid by gates - this could perhaps be fixed/removed.

You could also perhaps connect depots to roads allowing you to collect resources automatically at any depot from another depot also connected to that road (with the claim protections affecting the materials being accessed) which would remove some of the annoying grind of the game (people are already doing similar things with barter stands over short distances anyway).
Last edited by magisticus on Fri Dec 01, 2017 12:06 pm, edited 5 times in total.
ctopolon3
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Re: Road mechanic rework / remove teleportation

Post by ctopolon3 »

as option:
1.roads follow = speedup like winds or better
2.roads travel = weariness (half from charterTravel)
3.outlaw = no travel
4.roads have own 'stomped' biome (grows from pillar to pillar)
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AntiBlitz
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Re: Road mechanic rework / remove teleportation

Post by AntiBlitz »

i would prefer if the road that is traveled more then others looked it, whereas roads that arent used are reclaimed by the biome. Would certainly give character to the game. It wouldnt even have to be something the roads do on their own, but a small chance to stomp the ground similar to when you place rocks down sometimes.
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Granger
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Re: Road mechanic rework / remove teleportation

Post by Granger »

magisticus wrote:[roads made by paving]
While it would be nice to be able to simply pave them, such a mechanic would most likely be very tricky to implement: how should the server figure out where the road goes, especially in case it's wider than a single tile.

I think using markers is the way to go, to keep the processing power needed at a reasonable level.

Regarding being able to connect to (and repurpose) existing roads, that's in my concept.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Potjeh
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Re: Road mechanic rework / remove teleportation

Post by Potjeh »

Granger wrote:
magisticus wrote:[roads made by paving]
While it would be nice to be able to simply pave them, such a mechanic would most likely be very tricky to implement: how should the server figure out where the road goes, especially in case it's wider than a single tile.
Same as the server figures if a road is blocked.
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magisticus
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Re: Road mechanic rework / remove teleportation

Post by magisticus »

Potjeh wrote:
Granger wrote:
magisticus wrote:[roads made by paving]
While it would be nice to be able to simply pave them, such a mechanic would most likely be very tricky to implement: how should the server figure out where the road goes, especially in case it's wider than a single tile.
Same as the server figures if a road is blocked.
Quite - it is in fact a line
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Granger
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Re: Road mechanic rework / remove teleportation

Post by Granger »

The server does an intersection check on the line (between the markers turning points) and the hitboxes of the objects - to get the next destination it just needs to follow a linked list (between the markers).

That is drastially different (read: way faster) than needing the equivalent of a flood-fill like operation on the types of the ground tiles, apart from the problem of how to figure where to go when the road is more than one tile wide.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
magisticus
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Re: Road mechanic rework / remove teleportation

Post by magisticus »

Granger wrote:The server does an intersection check on the line (between the markers turning points) and the hitboxes of the objects - to get the next destination it just needs to follow a linked list (between the markers).

That is drastially different (read: way faster) than needing the equivalent of a flood-fill like operation on the types of the ground tiles, apart from the problem of how to figure where to go when the road is more than one tile wide.
Wait what? You have a cunning knack of determining the most complicated way to solve a problem! :lol: You need a material reference point but if you are requiring a road to be tiled then, besides the fact that you need to encode that requirement somehow anyway, it shouldn't make any difference what you are referencing i think.. the road tiles would be road tiles, a new and distinct object that looks like paving, not pave tiles. A two square wide road shouldn't be possible to create, unless it is designed as a different type of road, built as such and has the line running down one or other side or else it would result in a road zig-zagging along the squares which itself shouldn't be a problem it would just be a much longer road and would have dramatic consequences to the travel weariness calculation if that were to be implimented as well. Otherwise if for whatever reason you wanted a two or three square wide road you could just pave alongside it afterwards, with pave squares. This should be less complex than the current system albeit with more references.

Best leave the minutiae to Loftar anyway.
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MagicManICT
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Re: Road mechanic rework / remove teleportation

Post by MagicManICT »

As far as the roads everywhere, I live in the armpit (corner) of the world... I don't have this issue. Otherwise, it is strangely fun to wander along a random, unknown road and see where it leads.

Maybe to resolve Amanda's case, we could make sure all markers along the road conform to the color of the marker used to start it? I'm sure there are others that would like to see this, and only a few anti-larpers that would complain. I'm just picking on Amanda since she brought it up. ;) Otherwise, carrying around that much stone is a logistical issue for anything other than a trivially short road.
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