I would agree that higher quality roads should reduce weariness less. Being totally free considering the change being made would be lame tho. I think a case could also be made that a certain amount of grids should be free. maybe 2 for wood and 5 for stone, and if someone wants to string loads of roads together to avoid weariness then let them.Ozzy123 wrote:Maybe make it so it only applies to wooden roads? I feel like it will be too much considering how big the world is gonna be, Charter-porting disabled over oceans, charter-porting disabled for outlawed people and having to level up Will is already a lot, if travel weariness would only work for wooden roads and doesn't for milestone roads then it would be okay I guess.jorb wrote: [*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.
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Fierce_Deity
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Re: Prelude, pt. II: World 11 Changelog
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Lunarius_Haberdash
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Re: Prelude, pt. II: World 11 Changelog
There should be no case where travel weariness does not apply to fast travel and roads (this includes hearthing home and porting with Knarrs). The benefits provided by milestones involving their inability to be destroyed without leaving scents and relative difficulty to destroy gives them plenty of benefits already. Especially when you consider the rate at which they decay in the wild.Fierce_Deity wrote:I would agree that higher quality roads should reduce weariness less. Being totally free considering the change being made would be lame tho. I think a case could also be made that a certain amount of grids should be free. maybe 2 for wood and 5 for stone, and if someone wants to string loads of roads together to avoid weariness then let them.
Speaking of which, we really need to see road decay pick up the pace, they decay FAR too slowly now and considering the ease of repairing them (A pile of stones or a few blocks) It's no hardship to have to repair/replace a broken road now and then. Maybe we'd see some of them stop littering the bloody landside too. I have limited faith in the current process preventing this nonsense.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
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mgmmads
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Re: Prelude, pt. II: World 11 Changelog
So far it seems like some really interesting changes, a few things has me slightly worried, but nothing alarming. (We will have to wait and see how it plays out in the actual game). But overall it's looking really good, and adds some interesting challanges / new ways to do things, especially defenses and safe-zone concepts has to be heavily reworked, so thumbs-up to that. Looking forward to seeing how it will all fit into the game (or not fit), when the new world goes live.
Good work as usual, and keep up the interesting additions and wacky changes.
Good work as usual, and keep up the interesting additions and wacky changes.
“We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful." - Konstantin Jireček
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Pan_w_okularach
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Re: Prelude, pt. II: World 11 Changelog
IMO adding travel weariness to roads is unnecessary and will not achieve anything other than make people raise another stupid stat(will). I understand both arguments for and against fast travel, but with oceans limiting it I think we have a good compromise.
Memories of pain
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ChildhoodObesity
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Re: Prelude, pt. II: World 11 Changelog
hahaYES mulder SLAY mulderPan_w_okularach wrote:IMO adding travel weariness to roads is unnecessary and will not achieve anything other than make people raise another stupid stat(will). I understand both arguments for and against fast travel, but with oceans limiting it I think we have a good compromise.
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shubla
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Re: Prelude, pt. II: World 11 Changelog
Disable instant teleportation in its all forms.

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Lunarius_Haberdash
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Re: Prelude, pt. II: World 11 Changelog
I will admit I find myself surprisingly ok with the existence of most forms of fast travel with this (hopefully heavy) limiter in place.Pan_w_okularach wrote:IMO adding travel weariness to roads is unnecessary and will not achieve anything other than make people raise another stupid stat(will). I understand both arguments for and against fast travel, but with oceans limiting it I think we have a good compromise.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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NicoHH
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Re: Prelude, pt. II: World 11 Changelog
The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.
This will create a balance issue maybe more in early game then later.
example my best tree to grow is a Conker tree 2 seeds, Other region best is a chestnut which has 8 seeds. So the chance to improve Quality with 8 seeds to my 2 seeds is greater.
This also mean bough Q and tar amounts can be unbalanced based on spruce trees producing larger amounts of tar.
Edit:
Maybe make it so all Bough producing trees grow at the same slowest rate worldwide. Since this would offset the possibe advantage of better pickaxe, saws, boar spear, etc...… just because of dumb luck where you drop in the world.
This will create a balance issue maybe more in early game then later.
example my best tree to grow is a Conker tree 2 seeds, Other region best is a chestnut which has 8 seeds. So the chance to improve Quality with 8 seeds to my 2 seeds is greater.
This also mean bough Q and tar amounts can be unbalanced based on spruce trees producing larger amounts of tar.
Edit:
Maybe make it so all Bough producing trees grow at the same slowest rate worldwide. Since this would offset the possibe advantage of better pickaxe, saws, boar spear, etc...… just because of dumb luck where you drop in the world.
Last edited by NicoHH on Thu Jan 31, 2019 9:04 am, edited 1 time in total.
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Lunarius_Haberdash
- Posts: 1477
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Re: Prelude, pt. II: World 11 Changelog
There's a thing called trade son... That's what this begins to stimulate.NicoHH wrote:example my best tree to grow is a Conker tree 2 seeds, Other region best is a chestnut which has 8 seeds. So the chance to improve Quality with 8 seeds to my 2 seeds is greater.
This also mean bough Q and tar amounts can be unbalanced based on spruce trees producing larger amounts of tar.
I
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Prelude, pt. II: World 11 Changelog
Some quick thoughts on these changes.
The siege system seems like we are regressing back into the period of time where we build walls upon walls everywhere. It'll just make sieging pointless as everyone will have more walls than they know what to do with. Have you seen how big some of the villages this world have been? Just imagine if it was lined and filled with just walls all over. There was a reason as to why legacy villages had everything walled off, even with houses just having their own wall and a gate to enter them.
As to the whole rage thing, I don't like it. Skills like vandalism and siegecraft are not locked behind rage. This is very troublesome to me as it just makes griefing that much more productive, worry free, and easy. While on that topic you should consider adding warnings and notifications to villages if a claimed road is being bashed. If you are on the subject of making them harder to use, you need to make them easier to defend. It's downright stupid that I can wake up to an entire road network gone and not been able to stop it. It's even more silly that the characters that can bash these roads can make themselves safe by not taking rage. Roads definitely need to be looked into beyond just adding a TW cost to them all.
The gate mechanics really dont change much, it mostly will just screw over people being agro'd near community centers. Making mining more annoying is just dreadful.
I'm sure I have more to say when I'm back from travelling and have a chance to play the game.
The siege system seems like we are regressing back into the period of time where we build walls upon walls everywhere. It'll just make sieging pointless as everyone will have more walls than they know what to do with. Have you seen how big some of the villages this world have been? Just imagine if it was lined and filled with just walls all over. There was a reason as to why legacy villages had everything walled off, even with houses just having their own wall and a gate to enter them.
As to the whole rage thing, I don't like it. Skills like vandalism and siegecraft are not locked behind rage. This is very troublesome to me as it just makes griefing that much more productive, worry free, and easy. While on that topic you should consider adding warnings and notifications to villages if a claimed road is being bashed. If you are on the subject of making them harder to use, you need to make them easier to defend. It's downright stupid that I can wake up to an entire road network gone and not been able to stop it. It's even more silly that the characters that can bash these roads can make themselves safe by not taking rage. Roads definitely need to be looked into beyond just adding a TW cost to them all.
The gate mechanics really dont change much, it mostly will just screw over people being agro'd near community centers. Making mining more annoying is just dreadful.
I'm sure I have more to say when I'm back from travelling and have a chance to play the game.
IRC/IGN: Rawrz
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