Locks for rowboats

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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ricky
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Re: Locks for rowboats

Post by ricky »

There should be a 'Row Hide!' hearth magic that when activated near rowboats makes them rear up and buck the passengers into the water.
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azrid
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Re: Locks for rowboats

Post by azrid »

MooCow wrote:You just get to watch them sail away. It isn't fun or exciting, it just sucks.

Right now I will slowly crawl to that rustroot carrying my boat

This whole situation has been an ongoing problem since forever, but since it only matters when the population density is high, nothing is ever done about it
You may be sad when you lose the boat but the one who gains it is not.
Having locks would also make people bash the boats to see whats inside. In the current system if its only empty crates you leave the boat.
And if the person sails away with the boat they probably needed it more than you since you were brave enough to risk that small amount of tar.
Also if you get enough str you won't have to crawl with your boat. Its only a problem early game and for people who for some reason think few l of tar is expensive.
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Embers
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Re: Locks for rowboats

Post by Embers »

Riding a boat desperately needs a wound associated with it! Imagine rowing for a whole day, your arms would fall off!
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DPblH
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Re: Locks for rowboats

Post by DPblH »

Granger wrote:Locking something that can be lifted and teleported away with...?
Dosn't make sense.
You can lock chest for example and teleport with it. Woah! Imbalance shit in the game, should be nerfed!
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eliminoid
Posts: 155
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Re: Locks for rowboats

Post by eliminoid »

Well, it may be too early in the world, but I completely gave up on rowboats. Whenever I need to sail, I always use the dugout, and I will continue to do so until I build the knarr.
azrid wrote:In the current system if its only empty crates you leave the boat.
That was the case back in world 10, in the current system you always steal the boat if you see one.
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Fostik
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Re: Locks for rowboats

Post by Fostik »

Rowboat don't need to be locked.
Game really needs 1 more boat between rowboat and knarr, for nabs to sail sea in some deviant way.
Maybe 1 bigger boat than knarr, but im not sure. Maybe when auto-sailing will be developed in some way.
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pppp
Posts: 403
Joined: Sun Jun 20, 2010 7:30 pm

Re: Locks for rowboats

Post by pppp »

Given how leantos protect stuff stored inside, I could imagine a one-tile claim object called bitts or bollard that serves to tie a boat (or a horse). It would be claimed by the char which tied an boat to it and released when untying. Would take decay hits if nothing is attached to it, unless on pclaim/vclaim. Taking boat from it if not an owner would be a crime. If on a claim, it would be still a crime to take stuff, except for the claim owner / lawspeaker that would provide some protection to boats without overdoing it. Mostly extension/repurposing of hitching post mechanics. Also may come with floating away mechanics applied to boats and dugouts.
Fostik wrote:Maybe 1 bigger boat than knarr.
That one should require a yard and should be not able to enter shallows.
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azrid
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Re: Locks for rowboats

Post by azrid »

eliminoid wrote:Well, it may be too early in the world, but I completely gave up on rowboats. Whenever I need to sail, I always use the dugout, and I will continue to do so until I build the knarr.
azrid wrote:In the current system if its only empty crates you leave the boat.
That was the case back in world 10, in the current system you always steal the boat if you see one.
Try living near people that aren't poor and lazy.
Just keeping even one tar kiln lit with pine gives you enough tar to make several boats regularly.

We are talking about 2.5l of tar here. Its literally nothing.
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eliminoid
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Re: Locks for rowboats

Post by eliminoid »

azrid wrote: We are talking about 2.5l of tar here. Its literally nothing.
I stole about every rowboat I could find in worlds 4-10, when it didnt require tar to build it... You should've seen my huge rowboat parking.
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ricky
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Re: Locks for rowboats

Post by ricky »

everything has changed. some dirty stinky sprucecap just boated up to my rowboat and stole one of my crates.

These crimes against hearthmanity can not stand

let us tie down our liftables with 1 rope per slot. not a lock, but a 3 second timer for tying/untying shit otherwise its way too easy for drive bys.
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jorb wrote:Ideally the game should play itself.
The only thing necessary for the triumph of evil is that good men do nothing.

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