be careful you might get a curfewdafels wrote:Granger took away my RIGHT to edit MY OWN THREADwonder-ass wrote:#MAKE THIS TOPIC GREAT AGAIN WITH ALL CAPS!!!
It is clear that Granger prefers the single player version of this game thus ALL fast travel ideas are bad for him.
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MadNomad
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Re: Crossroads - vote on the poll to make haven great again
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Kaios
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Re: Crossroads - VOTE ON THE POLL TO MAKE HAVEN GREAT AGAIN
Actually in previous worlds there was quite some emphasis put on being able to go away from the center of the map for several hours and due to spawning only occurring within a smaller circle closer to the center (or directly at the ring of brodgar if you go further back). This allowed players that wanted less risk and chance of player interaction to move way out in the boonies and you would rarely see another player in those areas except for the few living around there.Ants wrote:WAS BEING ALONE REALLY SO HARD IN THE PAST WORLDS? I REMEMBER IT BEING PRETTY QUIET AWAY FROM THE MARKETS AND IMPORTANT VILLAGES.
In my opinion those times were the most realistic form of “safe haven” that a player could have. This world’s map is not that big and I know these players complaining about the amount of travel they do still got a fast knarr for it, many others don’t even have that.
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loleznub
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Re: Crossroads - vote on the poll to make haven great again
I wouldn't mind cross ocean travel requiring a heavy investment into will to be fair, but that assumes the developers would add such a thing.DoctorCookie wrote:I will ask again, Why isnt charter stone or portico travel free, if you can get to the point of making them? I can see a will requirement for cross ocean travel to maintain the integrity of oceans and continents, however wouldnt free travel between charter stones encourage factions to maybe share crystals and develope strong local trade networks that also encourage smaller markets around villages that had a charter stone?
Free (Or significantly cheaper) travel would most certainly increase player interaction through trading and social events. Players that want social interactions in haven would rather spend a few hours/days up front working together to make a long cross continental network of milestones to quick travel and see their friends, than to walk everytime they needed to go somewhere far away. The less time players spend traveling, the more time players spend doing what they want to do in the game. Players that would rather travel the distance manually will generally be rewarded with rare(ish) foragables, such as flotsams, whales, seals, bluebells, etc. With less people manually traveling, less of these would be found.
It's honestly a win-win. People that want fast travel improved will then be able to properly socialize with other players. People that don't want fast travel changed get to reap the rewards of constantly boating around / walking/ horseriding everywhere with (presumably) better prices for said things they would find.
Tell me about itMadNomad wrote:
be careful you might get a curfew
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wonder-ass
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Re: Crossroads - vote on the poll to make haven great again
IN MY OPINION CHARTERS SHOULD COST TW BUT ROADS SHOULDNT AS ROADS REQUIRE A LOT OF WORK TO BUILD AND MAINTAIN.
DONT EVEN GET ME STARTED ON HOW EASY IT IS TO GRIEF ROADS.
DONT EVEN GET ME STARTED ON HOW EASY IT IS TO GRIEF ROADS.
see homo sexuality trending,. do not do that.
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Ants
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Re: Crossroads - vote on the poll to make haven great again
THEY SHOULD DEFINITELY COST LESS TW THAN THEY DO NOW, ANYWAYSwonder-ass wrote:IN MY OPINION CHARTERS SHOULD COST TW BUT ROADS SHOULDNT AS ROADS REQUIRE A LOT OF WORK TO BUILD AND MAINTAIN.
DONT EVEN GET ME STARTED ON HOW EASY IT IS TO GRIEF ROADS.
❤Haven's most kawaii retarded ethot karen❤


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Headchef
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Re: Crossroads - vote on the poll to make haven great again
IN MY OPINION THEY SHOULD BOTH GIVE TRAVEL WEARINESS BUT ROADS SHOULD BE LESS THAN CURRENT AND EVEN LESS WHEN PAVED, CHARTER MAY STILL BE REDUCED BUT NO ACROSS CONTINENTAL CHARTERING SHOULD BE ALLOWED.
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jorb
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Re: Crossroads - vote on the poll to make haven great again
Fun thread.
So, ease of socialization and locality mattering are two conflicting design goals we have, and historically we have been mostly on the side of locality. I have, lately begun to question the wisdom of that. I'm not keen on reintroducing crossroads, but I am becoming somewhat supportive of decent fast travel.
So: With the latest changes, where are we at with this? What are the biggest problems, and what would be the best solutions?
So, ease of socialization and locality mattering are two conflicting design goals we have, and historically we have been mostly on the side of locality. I have, lately begun to question the wisdom of that. I'm not keen on reintroducing crossroads, but I am becoming somewhat supportive of decent fast travel.
So: With the latest changes, where are we at with this? What are the biggest problems, and what would be the best solutions?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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azrid
- Posts: 3647
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Re: Crossroads - vote on the poll to make haven great again
not cheap enough
players already left
eveything is bad
jk it was already easy with vortexes and now its even easier for me at least
players already left
eveything is bad
jk it was already easy with vortexes and now its even easier for me at least


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SnuggleSnail
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Re: Crossroads - vote on the poll to make haven great again
It would be cool to be able to use charter stones while outlawed
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
http://www.seatribe.se/
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Kaios
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Re: Crossroads - vote on the poll to make haven great again
I think it's nice that more players can port over long distances with charterstones now that you've eased the will requirements but I still dislike that level of fast travel. Roads need to be improved so that they are as simple to create as they are to destroy or you need increase the effort required in destroying them. Pavement decay is a rather large hindrance to making roads properly and while I think having unclaimed elements decaying is fine, you still need to give proper ownership not just to the milestone portion of the road but the paving portion as well so that decay can be prevented and vandalism can be minimized.jorb wrote:Fun thread.
So, ease of socialization and locality mattering are two conflicting design goals we have, and historically we have been mostly on the side of locality. I have, lately begun to question the wisdom of that. I'm not keen on reintroducing crossroads, but I am becoming somewhat supportive of decent fast travel.
So: With the latest changes, where are we at with this? What are the biggest problems, and what would be the best solutions?
I'm not so sure it would very cool when dudes that constantly patrol for victims could easily port to your area any time that they wanted even after recently going on a killing spree.SnuggleSnail wrote:It would be cool to be able to use charter stones while outlawed