Road signposts and LOS

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

Re: Road signposts and LOS

Postby DDDsDD999 » Tue Sep 29, 2015 6:13 am

bmjclark wrote:I had issues building roadsigns through caves because of this issue. I still think it would be really nice if the roadsigns just didn't have a hitbox and you ported directly to the roadsigns instead of to this arrow.

Pretty much the only way to make people who build long range roads not want to kill themselves. (Though I doubt there aren't masochistic enough people to accomplish such things)
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Road signposts and LOS

Postby maze » Tue Sep 29, 2015 6:22 am

I got the jiff of it but...

you guys can just hold ctrl to walk around the object then place it....

what urks me is the decay on the signpost. i just notice today and had to replace 4 of mine.
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2633
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Road signposts and LOS

Postby Kaios » Tue Sep 29, 2015 4:33 pm

CloudJhi wrote:Let me present to you(because I can't be assed to spend stone and stamina to make and break milestones in game) a crappy diagram:


Now I understand, I had never experienced this issue because when I am building roads I move from milestone to milestone as I build and simply adjust my path based on where there is the most amount of cleared area. If this means I'm forced to create windy or zig-zag path that's not too big of a deal.

So, for example, I am standing at a milestone I just extended and built, I look to see where the most clear path is based on the positioning of the arrows but I'm also just looking for a clear line that I can walk to the milestone as well. If this isn't possible, then I have to clear some shit. I don't think I ever walked ahead of the milestone and looked for a place to extend it from a distance.

I hope that makes sense. I think this is working as intended.
User avatar
Kaios
 
Posts: 9174
Joined: Fri Jul 30, 2010 2:14 am

Re: Road signposts and LOS

Postby Lunarius_Haberdash » Thu Oct 01, 2015 12:59 am

sabinati wrote:I don't understand. Are you guys not actually clearing the paths when you make roads?



No shit right? Sounds like they'd like to make this even LESS like building roads.
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: Road signposts and LOS

Postby Sevenless » Thu Oct 01, 2015 3:50 pm

bmjclark wrote:I had issues building roadsigns through caves because of this issue. I still think it would be really nice if the roadsigns just didn't have a hitbox and you ported directly to the roadsigns instead of to this arrow.


Image

This /\ ends up being the most optimal straight road system.

Image

This being what feels natural given the current roadsystem is impossible because you need LOS to both red circles simultanously. Since this takes a lot more clearing work, the version above is what I end up building.

It feels like needless contortions that limit your building underground. If it were a more formal mechanic, roads need a 3 wide tile clearly (oh god please no) then it'd be fine. But the current limitations feel wonky.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 100 guests