On Raiders and The New Mechanic

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

Re: Roads and Transportation/Teleportation

Postby Lunarius_Haberdash » Tue Sep 01, 2015 4:21 am

I enjoy those things as well, but I feel that's what lean-to's are for. Go nomadic if you're going to be a nomad.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
User avatar
Lunarius_Haberdash
 
Posts: 1477
Joined: Tue Jul 05, 2011 5:14 am

Re: Roads and Transportation/Teleportation

Postby Darruin » Tue Sep 01, 2015 7:38 am

I'm not a raider but I liking having the incentive to protect my home from them. More risk, more fun.

-1
User avatar
Darruin
 
Posts: 322
Joined: Sat Jun 01, 2013 5:24 pm

Re: Roads and Transportation/Teleportation

Postby WarpedWiseMan » Tue Sep 01, 2015 7:42 am

I've always thought the return home travel option should be controlled by a timer and the power of a village. If a village has the right requirements, cut the timer by a % all the way down to 50%.

Those are my thoughts. I'll hang up and listen to the responses.
btaylor wrote:I have learned that the game doesn't follow the principles of mathematics. If you want something and the game is in a good mood you can get it, whatever it is. More often than not, however, the game wants you to die.

-Avatar by SacreDoom

Image
User avatar
WarpedWiseMan
 
Posts: 1059
Joined: Fri Jun 25, 2010 8:34 pm
Location: A throne.

Re: Roads and Transportation/Teleportation

Postby Cranny » Tue Sep 01, 2015 7:46 am

WarpedWiseMan wrote:I've always thought the return home travel option should be controlled by a timer and the power of a village. If a village has the right requirements, cut the timer by a % all the way down to 50%.

Those are my thoughts. I'll hang up and listen to the responses.


This would not be against hermits?. Big cities would be favored just because their citizens like better a different playstyle?.
Cranny
 
Posts: 400
Joined: Fri Mar 02, 2012 1:55 am

Re: Roads and Transportation/Teleportation

Postby Cranny » Tue Sep 01, 2015 8:18 am

I do not want HF tele removed.

Im waiting too to see not logging off with active scents, and I wish also that it remains like in W7 as when we summon with scents we kill whoever left them. Ofc hidden HFs are still a no, and raids along trade routes will make it hard to trade... but I do not want to have to walk all the way forward and walk all the way back again. In week days with work/school we have limited free time and we would be just walking a lot of it, and ofc weekends would be raiders feast days.
Cranny
 
Posts: 400
Joined: Fri Mar 02, 2012 1:55 am

Re: Roads and Transportation/Teleportation

Postby WarpedWiseMan » Tue Sep 01, 2015 8:30 am

Cranny wrote:
WarpedWiseMan wrote:I've always thought the return home travel option should be controlled by a timer and the power of a village. If a village has the right requirements, cut the timer by a % all the way down to 50%.

Those are my thoughts. I'll hang up and listen to the responses.


This would not be against hermits?. Big cities would be favored just because their citizens like better a different playstyle?.



It isn't against hermits as much as it is a positive for partnership, alliances, working together, socialization and achievement, prosperous relations and fun.
btaylor wrote:I have learned that the game doesn't follow the principles of mathematics. If you want something and the game is in a good mood you can get it, whatever it is. More often than not, however, the game wants you to die.

-Avatar by SacreDoom

Image
User avatar
WarpedWiseMan
 
Posts: 1059
Joined: Fri Jun 25, 2010 8:34 pm
Location: A throne.

Re: Roads and Transportation/Teleportation

Postby painhertz » Tue Sep 01, 2015 8:44 am

WarpedWiseMan wrote:I've always thought the return home travel option should be controlled by a timer and the power of a village. If a village has the right requirements, cut the timer by a % all the way down to 50%.

Those are my thoughts. I'll hang up and listen to the responses.



Please send $5.99 for free information.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
painhertz
 
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Location: Louisiana

Re: Roads and Transportation/Teleportation

Postby Lunarius_Haberdash » Tue Sep 01, 2015 8:56 am

Cranny wrote:make it hard to trade... but I do not want to have to walk all the way forward and walk all the way back again. In week days with work/school we have limited free time


This to me is an incentive for people to form dedicated trading groups that trade with whoever they come across. This is a + for the game, not a minus.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
User avatar
Lunarius_Haberdash
 
Posts: 1477
Joined: Tue Jul 05, 2011 5:14 am

Re: Roads and Transportation/Teleportation

Postby Cranny » Tue Sep 01, 2015 8:57 am

WarpedWiseMan wrote:
Cranny wrote:
WarpedWiseMan wrote:I've always thought the return home travel option should be controlled by a timer and the power of a village. If a village has the right requirements, cut the timer by a % all the way down to 50%.

Those are my thoughts. I'll hang up and listen to the responses.


This would not be against hermits?. Big cities would be favored just because their citizens like better a different playstyle?.



It isn't against hermits as much as it is a positive for partnership, alliances, working together, socialization and achievement, prosperous relations and fun.


I see how it would be positive for people living together to give them more facility to travel to actually "be" together and Im not against it.
It is not against hermits, ok, I worded it wrong way.
Now, will you be so kind to explain to me how is it to be positive for the ones that enjoy and have fun living alone or in small groups?.

I support everything that increases fun and enjoyment, but I also believe that all playstyles should have equivalent benefits. They dont have to have the exact same positive/negative aspects, but at least some aspects to make them even and in your propossal Im not being able to see them.

.
Cranny
 
Posts: 400
Joined: Fri Mar 02, 2012 1:55 am

Re: Roads and Transportation/Teleportation

Postby Cranny » Tue Sep 01, 2015 9:30 am

Lunarius_Haberdash wrote:
Cranny wrote:make it hard to trade... but I do not want to have to walk all the way forward and walk all the way back again. In week days with work/school we have limited free time


This to me is an incentive for people to form dedicated trading groups that trade with whoever they come across. This is a + for the game, not a minus.



Yes, I see what you say, you think it can be fun, and a + for the game. I would agree with you if we all could play all day long in the hours of our choise, which I would love if it could happen but I dont see it coming.

What Im saying is if we need to: work/school + travel + eat + bath + etc. on week days and can not play more than 1:30/2:00 hours a day or even less (which is my case), and we live all over the world with very different hours making it hard to be logged at same time frames, and now we will have players with clock ticking because they dont pay a sub or whatever and dont want to use their free time just walking back a risky road they allready know, we will not be able to be benefited from this +, so it can turn out to be a burden.

Anyway whoever choses to go and come back walking will still be free to do so, and I guess some can choose to be a trader and enjoy making this organized trips from village to village for others that do not have the time (like me). I would love to pay a cut of my profit for someone doing this work for me and also be happy to make ingame payment for a growing map and info on politicall news & new settlements. It can be a win win situation.


Edit: I forgot, I think we will not be able to travel to HF in wagons, as it was in W7, so traders might be forced to not use HF travel anyway. To organize a long walk will be costly and maybe hard to justify for one chest, so I think wagons is the way to go.

.
Cranny
 
Posts: 400
Joined: Fri Mar 02, 2012 1:55 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Fostik and 50 guests