Teleport, world changes and fixes.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Teleport, world changes and fixes.

Postby vatas » Sun Apr 13, 2025 7:24 am

w11 started with no fast travel across odeeper/High Seas.

I have no hard data on this, but most of the supposed "Travelling Merchants" quit the game before ever building a Knarr*. Developers eventually relented and allowed Charter Stone travel across oceans.

*This sounds extremely harsh, especially considering back then Knarr wasn't gated behind having access to a deep mine level (Sunstone.) I'm also probably parroting people like DonVeID. However it's not a stretch to assume that the "locality good, easy fast travel bad" -people are a loud minority who never bothered to actually engage with the playstyle, even after rest of the game was more or less gutted to accommodate it.

To steelman their argument to the maximum, maybe the "travelling merchant" -period coincided with some other patches that drove away the potential merchant players. Even so, I can't imagine that sailing Knarr for hours on end would be an engaging gameplay experience. Also citing this chart, it would probably take far less than 2 months to create a script that can more or less automatically operate ferry across two ports. (Adjust the chart's five years to one year of estimated world length and go from one hour to 5 hours of daily automated sailing.)
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Re: Teleport, world changes and fixes.

Postby azrid » Sun Apr 13, 2025 10:23 am

I used to be in more favor of a localized world but after seeing it in action my conclusion is that we dont have the player population to support it.
Its a soft version of having multiple servers to play on.
In my Ideal world we would only have the main continent.
I want to see a world with small map and how it develops and how player relations develop.
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Re: Teleport, world changes and fixes.

Postby Fostik » Sun Apr 13, 2025 12:59 pm

jock wrote:Gold/silver
- Remove nugget chance from gold ore = Gold needs a nerf to increase its value till you give it more uses.
- add pebel chance to silver = Silver needs a nerf to increase it's value till you give it more uses.


I think devs must make more sinks and alternative uses, rather than making it artificially scarce.
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Re: Teleport, world changes and fixes.

Postby vatas » Sun Apr 13, 2025 2:22 pm

Fostik wrote:
jock wrote:Gold/silver
- Remove nugget chance from gold ore = Gold needs a nerf to increase its value till you give it more uses.
- add pebel chance to silver = Silver needs a nerf to increase it's value till you give it more uses.


I think devs must make more sinks and alternative uses, rather than making it artificially scarce.

+1
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Re: Teleport, world changes and fixes.

Postby SnuggleSnail » Sun Apr 13, 2025 2:31 pm

I'm doubtful anybody is going to come up with sink for gold that's more desirable than trading 4 bars for a token without it becoming mandatory/OP, especially early.

If we're gonna have the gold inflation discussion for the Nth time, I'd again suggest making it so tokens can be split into 900 pieces, and it taking 1,000 to reform them.
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Re: Teleport, world changes and fixes.

Postby DonVelD » Sun Apr 13, 2025 3:26 pm

azrid wrote:I used to be in more favor of a localized world but after seeing it in action my conclusion is that we dont have the player population to support it.
Its a soft version of having multiple servers to play on.
In my Ideal world we would only have the main continent.
I want to see a world with small map and how it develops and how player relations develop.

Agreed, maybe the continent would be surrounded by ocean and small islands scattered about, so oceans dont become irrelevant.
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Re: Teleport, world changes and fixes.

Postby AriZona » Sun Apr 13, 2025 10:02 pm

It seems the post contains many individual topics that were already brought to attention by separate people

    +1 on larger world
    +1 on stopping semi-infinite travel across the whole world. Just double the cost of travel with each extra jump from the TW/province one's hearth fire was there 1 day ago
    +1 adding sing to silver and gold: add good curious and precious metals are needed to realm, village, and market upkeep

    -1 on the proposed dungeon "fest"... that sidetracks and bloats the game. The amount of dungeon is already more than sufficient. Adding sweeter loot would be fine.
    -1 on dig deeper & wells. Instead - add already proposed water purification
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