Thingwalls omnipresence's perk is killing the game

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

Re: Thingwalls omnipresence's perk is killing the game

Postby Reiber » Mon Dec 09, 2024 11:54 pm

agreed. the thing, is that, distance only means shit, if it is hard to traverse.

they could make a flat, waterless map as big as they wanted. people would just autowalk for hours untill they find somebody to trade/fuck with.

intraversability is what creates areas with less/more people inside,

the problem being, that the guys that want to get away from the chaos, cant, and the people they want to get away from , most likely have access to sneks /whatever allows far travel sooner, and will map out any potential secluded spots before them,

with thingwalls. everything only needs to be explored once.
so while, it might take the playerbase a week or two do get to the far corners of the map, and in theory, you´d have to travel for 2 hours to get to any market/hub/fight, after the first 2 week, the southeastern corner of the map, is exactly as far from any point on the central continent, as that point is to its nearest thingwall.

this basically makes any distance in the game compleatly arbitrary, for anyone, with an modicum of organization in their village. and results in some more fucky scenarios. where, for instance, the next hedghog biome, is at the far end of the next province, but 2 continents over there is a large patch right next to the TW.

in terms of, required playtime, wich in many cases is the only thing i care about, the farther patch is actually closer. especially since , once you hit 50 will, or get access to pipeweed or a bed, i can do this basically with compleate impunity.

even better, if i take a trolleye, or just pack my villagers in a boat, and do the trip once, everyone in the village can do this all day long every day if they wanted too.
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Re: Thingwalls omnipresence's perk is killing the game

Postby HingleMcCringle17 » Tue Dec 10, 2024 3:34 am

Sevenless wrote:
HingleMcCringle17 wrote:Why not have a debuff opposite to Waylaid for roads. The debuff would increase the weariness the more thing walls you use. Forcing you to make smaller jumps and forcing you to walk a little more or build longer roads, road that can be broken.

Or what about a wound similar to that of hearting without a fire?


Making Thingwalling/Charterstoning cause % wounds instead of travel weariness would very much hurt it for pvp uses.

100% non-pvpers would die as a result of it though.



Was the intent of the OP to say that omnipresences for the sake of PVP is killing the game or just omnipresecne in general.

If we are talkig about curbing the ability to chase people across the world as they try ro avoid harassment then I believe a system in which a person who consistently commits criminal acts against others should have greater debuffs. Along the lines of red-handed, but doesn't stop you from fast travel. And also having it stack and be more permenant of a debuff. Thing of it like hunger but for criminal acts. The more you commit the higher the bar goes the higher the bar the more damaging thingwall and charter stone travel becomes for you. In this way the non violent Hearthling travels as normal but the traveling convict suffers consequences.

I will add to this that criminal acts committed against other characters with similar criminal acts would not count against this debuff. The thought here would be seaking out justice would not effect your ability to travel.



If we are talking about omnipresence in general hurting the in game ecomony by reducing the rarity based on geographic location. Then you just have a base travel debuff that takes down soft or hard hit points depending on the distance from your hearth fire. You could carry a few dreams and leap frog your hearth fire as you travel but that might be a bit risky, as it would leave your hearth fire vulnerable to bashing which would make the trip home quite difficult. I any cade it would in a sense increase the time taken to travel world bit still make it faster then walking.


Traveling the world for exotic items would also be reduced by making trade over long distance easier. What about adding an option to have a hearth secret for your barter stand. You are able to give the secret to a player and they can access your barter stand provided they are within a certain distanc. Yes this can be abused through alt accounts etcetera. But it would require the person to at least put a time investment into secondary character because that character in yhe remote location would need to have stats or risk capping quality of the items they are after.

Nothing will be perfect because I'm sure someone will find a way to abuse it
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Re: Thingwalls omnipresence's perk is killing the game

Postby NekoBah » Tue Dec 10, 2024 4:06 am

mulamishne wrote:Bring back w10 charters and roads, still has the best player retention and end game community

+1 It was the best and the most enjoyable travel system. Alhought, devs seems going crazy and ruin everything, when they see players actually enjoy something. Or someone simply troll them, with malicious suggestions, cos they dont play the game, and doesnt know what they doing.
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Re: Thingwalls omnipresence's perk is killing the game

Postby MightySheep » Tue Dec 10, 2024 4:16 am

dunno why nobody mentioned whirlpools yet either thats just much if not more a huge part of my ability to go to anywhere on the map, I know a route to get to litrely any continent

probably would never do anything if it took hours to get anywhere tho
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Re: Thingwalls omnipresence's perk is killing the game

Postby HingleMcCringle17 » Tue Dec 10, 2024 5:19 am

MightySheep wrote:dunno why nobody mentioned whirlpools yet either thats just much if not more a huge part of my ability to go to anywhere on the map, I know a route to get to litrely any continent

probably would never do anything if it took hours to get anywhere tho



Do whirlpools not change path after a while though?
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Re: Thingwalls omnipresence's perk is killing the game

Postby kmarad » Tue Dec 10, 2024 7:08 am

TW jumps could have a cost. Make it 200 experience per jump and godmode is over while casual market jumpers will have the spare experience for these jumps.
Last edited by kmarad on Tue Dec 17, 2024 10:54 am, edited 1 time in total.
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Re: Thingwalls omnipresence's perk is killing the game

Postby Vert » Thu Dec 12, 2024 12:49 am

thingwall will be hard abusing at some point, if you didnt put you village literally near thingwall and didnt secure area with wall something wrong with you.
You get control on arrival people, give you additional protection agains siege, it free teleport directly from start.
look aroung no one use it, people literrally didnt know how to play this game
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Re: Thingwalls omnipresence's perk is killing the game

Postby kmarad » Tue Dec 17, 2024 9:50 am

MightySheep wrote:
kmarad wrote:"Someone", sounds nice, but factions have dedicated scouting bots, telling them on discord where people are, what they are wearing...
I wouldn't be surprised if some even had maps with players / parties showing up, and the fastest tw path.

why do people on this forum just invent these elaborate stories about what 'factions' are doing? its so boring and dumb

felix group was probably the most globally present 'faction' (like 5 ppl) this world and they litrely stream their gameplay for a few weeks, its just bog standard sailing around hunting 24/7, pls stop this whining fan fic about what factions do, its so cringe and gay


Sure that doesn't exist and that's why the code is open-source in the wizard tower :
- https://www.havenandhearth.com/forum/viewtopic.php?f=49&t=76698&p=951414&hilit=webhaven#p951414
- https://www.youtube.com/watch?v=pQErjBoaP8s

I won't be as insulting as you, because I don't care about how dumb people can be, and don't need to level them down when they are already drowning in their own stupidity.
But please, next time, try to understand what you are talking about before acting like you knew anything.
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Re: Thingwalls omnipresence's perk is killing the game

Postby MightySheep » Tue Dec 17, 2024 3:42 pm

That literally says 5 days ago. You probably gave him the idea lmao. It doesnt change the fact that in the 'real world' no pvp groups are using it. I dont deny anything is possible with coding, but I prefer discussing reality. There is only 2 villages I know of that have consistent use of scout alts that is AD in the NW corner and Koreans in NE of mid continent. Both are non PvP groups with an insanely cautious playstyle. So neither of them do you really have to worry about being ganked. Whether the scout alt is automated or not doesnt really change much since you just assume they saw you and your gear either way

Theres a lot less pvp groups than you seem to think and they all on discord, they stream their gameplay, they uplaod videos, theres not really any big secrets. Even if you werent in their discords you can just sail around, like leave your walls for once and youll see very little use of scout alts. If you actually play the game it becomes immediately obvious who actually plays the game and who is just forum yappers
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Re: Thingwalls omnipresence's perk is killing the game

Postby TheServant » Tue Dec 17, 2024 5:26 pm

MightySheep wrote:dunno why nobody mentioned whirlpools yet either thats just much if not more a huge part of my ability to go to anywhere on the map, I know a route to get to litrely any continent

probably would never do anything if it took hours to get anywhere tho


they are good feature and wont enable you the same way TWs enable people to so much shit,

kmarad wrote:Sure that doesn't exist and that's why the code is open-source in the wizard tower :
- https://www.havenandhearth.com/forum/viewtopic.php?f=49&t=76698&p=951414&hilit=webhaven#p951414
- https://www.youtube.com/watch?v=pQErjBoaP8s


Razikus is a godddddddddddddd, i quit game few week ago and i spend my time just messing with webhaven, he did awesome work on this
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