Thingwalls Explained

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Re: Thingwalls Explained

Postby VDZ » Fri Apr 23, 2021 7:43 pm

shubla wrote:
VDZ wrote:Snekkja/Knarr roads are simply essential.

Moving them on land should be possible, but slowly, not by instantly teleporting them.

Sure. But no such method exists currently, and Snekkja roads are the only way to get your Snekkja over land. Therefore, they should remain until an alternative is implemented.
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Re: Thingwalls Explained

Postby dafels » Fri Apr 23, 2021 11:22 pm

Kaios wrote:
dafels wrote:Just let the people fast travel freely like in legacy. All this "locality" autism is just one of the larp nonsenses in this game.


Do you have any reasons why it should be that way? I can agree at least in relation to trade that it's nice to have that capability, but if your only reason for wanting that is because it makes it easier to raid/kill then I don't think that is a very good basis on which to include instantaneous cross-map travel.


99% of the fast travel use cases was not about ganking someone or killing someone and generally the easy access of fast travel was making the game way more fun for everyone in the game. Everyone had equal access to the fast travel tools. I am not associated with any faction anymore or anything like that and I still see a way more positive impact on the playerbase if the game has easy fast travel access rather than a limited one like it is currently than just being denied common resources or whatever just because you have to travel for hours or just by simply don't have access to an area. I don't get why you have to limit the acessability of fast travel by the rare use case of ganking or killing. You also have to take in consideration that people actually get KOed now instead of instant death on KO and siege is shitload of effort. I still don't get the stance of "locality" that the devs have taken... Sure it sounds cool of larp from their point of view when they don't play the game actively, but the players that have to do the travel for hours oftenly willl say otherwise, so why don't just remove the unfun mechanics and I am not talking just only about the travel mechanics???
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Re: Thingwalls Explained

Postby VDZ » Fri Apr 23, 2021 11:50 pm

dafels wrote:Everyone had equal access to the fast travel tools.


That's bullshit and you know it. Hermits don't have easy access to Rock Crystals to set up networks of charter stones, and public charter stones have always been extremely rare (most worlds had only one, for the biggest market). As a hermit, this world I've lost nothing fast-travel-wise and gained a fantastic network of pseudo-charter stones. Access to fast travel is now more equal than ever before.
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Re: Thingwalls Explained

Postby SnuggleSnail » Sat Apr 24, 2021 12:04 am

VDZ wrote:That's bullshit and you know it. Hermits don't have easy access to Rock Crystals to set up networks of charter stones


Hey, I'm not invested in this conversation but you're wrong. Combat or stats are usually not a big help in getting localized resources - exploring and general autism are the biggest contributing factors. I feel like this is one of those things where a hermit could compete against and beat multiple big villages in resource gathering. They just don't because generally hermit == person who hasn't played enough to make friends == probably incompetent.
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Re: Thingwalls Explained

Postby VDZ » Sat Apr 24, 2021 12:50 am

SnuggleSnail wrote:Combat or stats are usually not a big help in getting localized resources - exploring and general autism are the biggest contributing factors. I feel like this is one of those things where a hermit could compete against and beat multiple big villages in resource gathering. They just don't because generally hermit == person who hasn't played enough to make friends == probably incompetent.

I don't have a large village producing trade goods for me to buy rock crystals with. The localized resources I do get tend to go straight to factions like yours because you can easily produce goods which are infeasible for a hermit to produce.

Even if we were to concentrate purely on collecting the resources yourself, even if we ignore that meeting a faction player on a mountain particularly near resources can get you killed, and even if we assume no botting is involved, even then there's still the fact that a hermit is solo and a large village has tons of players to collect the resources; even if everything were 100% equal you'd still have a [number of active villagers] times larger chance of obtaining Rock Crystals than a hermit does. Then consider that all things are not 100% equal and I'm lucky to get two, maybe three Rock Crystals during a world, out of the four required for even a single charter stone.
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Re: Thingwalls Explained

Postby Kaios » Sat Apr 24, 2021 1:14 am

dafels wrote:99% of the fast travel use cases was not about ganking someone or killing someone and generally the easy access of fast travel was making the game way more fun for everyone in the game.


Okay, but what do you think about fast travel is making it more fun? If it's because it makes it easier to avoid conflict and players generally feel safer that is certainly a good thing, but from the perspective of a pvp oriented player is that what you would want? Safer travel methods and less chance for conflict?

Everyone had equal access to the fast travel tools.


I'm not so sure about that.

I am not associated with any faction anymore or anything like that and I still see a way more positive impact on the playerbase if the game has easy fast travel access rather than a limited one like it is currently than just being denied common resources or whatever just because you have to travel for hours or just by simply don't have access to an area. I don't get why you have to limit the acessability of fast travel by the rare use case of ganking or killing. You also have to take in consideration that people actually get KOed now instead of instant death on KO and siege is shitload of effort. I still don't get the stance of "locality" that the devs have taken... Sure it sounds cool of larp from their point of view when they don't play the game actively, but the players that have to do the travel for hours oftenly willl say otherwise, so why don't just remove the unfun mechanics and I am not talking just only about the travel mechanics???


Fast travel isn't limited for only the pvp related reasons, but I do think it does help in creating conflict when you're looking at it from the perspective of a player that wants to go out and fight others. What do you think is better, a Charterstone inside a place that you will probably never have access to for the entire length of time that a world lasts, or the current ThingWall mechanic in which not only are they static points of fast travel that cannot be blocked in but also act as challenge points for realms.

Locality promotes local trade, and one of the major contributing factors that someone might have that causes them to travel hours to trade for anything decent would be if there's only one or two major markets in the world which in the past has indeed been the case. Small, local markets get shut out almost entirely from competing when you have few main locations that everyone travels to and sells/buys at.

Ya, siege is a shitload of effort, as it should be. I know I am re-hashing an old and overused argument here but wiping out months or more of someone's effort had better be difficult.

One thing I did very much enjoy about Charterstones however was creating public areas such as this one:
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SnuggleSnail wrote:I feel like this is one of those things where a hermit could compete against and beat multiple big villages in resource gathering. They just don't because generally hermit == person who hasn't played enough to make friends == probably incompetent.


It still takes a lot of time and resources, and some risk, which I don't think many casual players are willing to put in for that. Or by the time they reach a point where they feel confident in trying to do so, most of the good resources are already locked down or walled off. But a single, determined player can accomplish quite a lot should they put the work in.

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Re: Thingwalls Explained

Postby SnuggleSnail » Sat Apr 24, 2021 3:34 am

VDZ wrote:I'm lucky to get two, maybe three Rock Crystals during a world


100% user error. I've raided hermits with cupboards full of rock crystals. I've found rock crystals in unpalisaded crates this world. I'm trying as hard as I can to walk in your shoes, but I can't even speculate how you came to these conclusions
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Re: Thingwalls Explained

Postby VDZ » Sat Apr 24, 2021 3:44 am

SnuggleSnail wrote:I've raided hermits with cupboards full of rock crystals.

I call bullshit. There's no way anyone other than factions and resource alts would have cupboards full of Rock Crystals. They have a long respawn timer so even if a hermit manages to consistently grab from one or two nodes you still wouldn't get cupboards. This would involve consistently collecting from many different nodes.

EDIT: To make sure, you're talking about recent worlds, right? Not the worlds where localized resources spawned full stocked? Because that situation hasn't been applicable in ages.
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Re: Thingwalls Explained

Postby SnuggleSnail » Sat Apr 24, 2021 7:14 am

I notice ur heavily correlating factions and resource alts when u have the exact same ability to use them as me. Also, no faction has ever worked together to get localized resources on any significant scale, afaik. It's always just willages trying to get it for their own. This is blatantly a case of ur slave mentality preventing you from even trying

I believe in u. Revenge arc and get all the rock crystals and pave a giant weiner with them
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Re: Thingwalls Explained

Postby jorb » Sat Apr 24, 2021 7:59 am

VDZ wrote:
SnuggleSnail wrote:I've raided hermits with cupboards full of rock crystals.

I call bullshit. There's no way anyone other than factions and resource alts would have cupboards full of Rock Crystals. They have a long respawn timer so even if a hermit manages to consistently grab from one or two nodes you still wouldn't get cupboards. This would involve consistently collecting from many different nodes.


Not to have much of a dog in the race, but, being a big and longtime hermit, I've been one of the guys with cupboards full of localized resources. Everything except maybe Ageless Ice has, in my experience, been relatively easy to procure if you try, esp. later in the world. Rock Crystals are one of the more coveted ones, but, idk. Might require some effort, but you can get them for sure.
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