Ability to know if specific character knows a Thingwall

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Ability to know if specific character knows a Thingwall

Postby vatas » Tue Sep 06, 2022 10:46 am

Currently, the only way to be sure is to visit Thingwall again or go to adjacent Thingwall (or chain of connected ones) and check if you can travel to it from there.

Previously tried to make this point here.
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Re: Ability to know if specific character knows a Thingwall

Postby SlicingTheMoon » Tue Sep 06, 2022 4:17 pm

I gonna give this a +1
Having a list of all thingwalls would be nice.
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Re: Ability to know if specific character knows a Thingwall

Postby vatas » Mon Jun 19, 2023 11:01 am

Having to externally/manually track in-game variables BAD
Having to do that on multiple different characters, each having their own variation, WORSE
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Re: Ability to know if specific character knows a Thingwall

Postby vatas » Wed Oct 18, 2023 10:55 am

As a stop-gap, could we at least get a list somewhere, of Thingwalls that a specific character knows (that would need to be cross-referenced manually.)

There is LITERALLY no way to check that in-game other than" double-discovering" it or going to an adjacent Thingwall to see if you can travel to it. (Granted, you can "preview travel" a long chain without actually spending any TW.)
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TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Ability to know if specific character knows a Thingwall

Postby Flameturtle » Wed Oct 18, 2023 11:06 am

I'd even take it being displayed on the account page on characters since that would take no interface work.
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Re: Ability to know if specific character knows a Thingwall

Postby vatas » Wed Oct 18, 2023 1:20 pm

Flameturtle wrote:I'd even take it being displayed on the account page on characters since that would take no interface work.

Same.
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TL:;DR: Build a Palisade with only Visitor gates.)

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Re: Ability to know if specific character knows a Thingwall

Postby Reiber » Wed Oct 18, 2023 1:38 pm

just remove thingwalls, people dont need and shouldnt be able to cross continents in 3 mouseclicks from there base,
at this point the only reason to use any other method of travel is to discover the thingwalls or if you want to pick mussels on the way,
i am living farther away from the people living at the far end of my province than i do to people living close to an thingwall 2 continents over,
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Re: Ability to know if specific character knows a Thingwall

Postby tyrtix » Wed Oct 18, 2023 2:01 pm

Easy: make them appear on your map only if attuned to.
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Re: Ability to know if specific character knows a Thingwall

Postby vatas » Wed Oct 18, 2023 2:27 pm

tyrtix wrote:Easy: make them appear on your map only if attuned to.

To say this would be "less-than-optimal" solution would be an understatement.

If somehow there could be different icons for Thingwalls depending on whether character is attuned to it, or not, I would happily take that.

One solution I offered was a tooltip with red "Not visited" or green "Visited" -text because I assumed that this would be easier to implement.

(Thingwall discoveries are character specific, map is account-wide.)
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Ability to know if specific character knows a Thingwall

Postby tyrtix » Wed Oct 18, 2023 2:50 pm

vatas wrote:
tyrtix wrote:Easy: make them appear on your map only if attuned to.

To say this would be "less-than-optimal" solution would be an understatement.

If somehow there could be different icons for Thingwalls depending on whether character is attuned to it, or not, I would happily take that.

One solution I offered was a tooltip with red "Not visited" or green "Visited" -text because I assumed that this would be easier to implement.

(Thingwall discoveries are character specific, map is account-wide.)


must be toned to be useful, but my solution pointed to something similar: map stuff have names, just add attuned after name, or change icon, different colour, there are many ways but the point is that is easy to code by using stuff already in game, so that won't take much time to make.
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