Travel Weariness changes

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

Re: Travel Weariness changes

Postby Zyean » Tue Oct 04, 2022 3:52 am

Reiber wrote:
Zampfeo wrote:Remove TW from docking entirely just like hearthing tbh
Unless the game design goal is to slow down raiding
Then tobacco needs a significant buff. Like 60 irl minutes to go from 100% TW to 0% TW. And you cannot dock if it would exceed your max TW. The autists will probably still make a docking alt with high will, but at least sane people won't need to make a beacon every time they want to go home.


have you thought about the fact that maybe tw is in fact there to limit your ability to fasttravel around the world constantly?

the problem isnt that porting produces tw, the problem is you are able too just circumvent the system, maybe you shouldnt be able to port from one end of the world too the other with an knarr every 40-60minutes? maybe geographie and mapsize are supposed to have meaning in this game, not just the amount of portpoints inbetween locations.

solution to porting back with alts is obviously to make you unable to port with alts. not removing the only thing limiting infinite teleportation in this game
i mean with hearthwood leaves beds and tobaco increasing in quality, it is not an effective limit anyways


How do you make teleporting back with alts not possible while also not inconveniencing normal characters a LOT? It doesn't matter if it requires deep artifice to do so, it would just be mildly more inconvenient for me to make a dedicated docking character that I leave logged out near my dock for whenever I decide to go on a journey.

It used to just not let you port back at all if you took too much TW which most people hated which is why it was changed to what we have now, but that would essentially make snekkja's worthless for most players other than if you're literally only bringing them out to tow an orca
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Re: Travel Weariness changes

Postby Reiber » Wed Oct 05, 2022 1:50 am

Zyean wrote:How do you make teleporting back with alts not possible while also not inconveniencing normal characters a LOT? It doesn't matter if it requires deep artifice to do so, it would just be mildly more inconvenient for me to make a dedicated docking character that I leave logged out near my dock for whenever I decide to go on a journey.

It used to just not let you port back at all if you took too much TW which most people hated which is why it was changed to what we have now, but that would essentially make snekkja's worthless for most players other than if you're literally only bringing them out to tow an orca


see, i wouldnt have an idea on the go how to make porting back limited, non toxic for players and not in any way exploitable, especially not in this game where dodging and ignoring bad mechanics is the meta.
if pressed my first attempt would probbably be to bind the travelrestrictions to the ship instead of 1 of the 5 characters on it. wich probbably would just result in 54boats per person.

see, i like returning home from wherever whenever just as anyone else. but i think the previous system was reasonable, even if shittily implemented, in an way, it softcapped your safe boatingdistance by your will, the values where just tremendously skewerd. and sneks wherent useless because there was an limit to its quicktravel cappabilitys, they where because there is essentially unlimited quicktravel in the game, that and the fact that if you didnt have the topq snek , you would be scouted by bots, and hunted down with no chance of escape.

currently with charters and thingwalls, NO location is farther than the distance from your gates to the road to the next thingwall
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Re: Travel Weariness changes

Postby SnuggleSnail » Wed Oct 05, 2022 2:53 am

At a conceptual level adding tedium / barriers to entry for interacting with other players in an MMO is pants on head retarded.

If you're concerned with "limiting the tedium to a reasonable amount" you're already wrong regardless of what you're gonna suggest. This is an MMO. This game is literally nothing without the social experience. Any barrier to entry that reduces buy-in for social experiences without serving an integral purpose to the game is actively hurting it.
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Re: Travel Weariness changes

Postby DonVelD » Wed Oct 05, 2022 4:33 am

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Re: Travel Weariness changes

Postby Vigilance » Wed Oct 05, 2022 5:16 am

kinda fruity that this thread is largely just people from the same faction +1ing a mechanic there is no conceivable way isnt infuriating to everyone else. do other groups actually just draw fucking straws to choose who gets to eat a heartwood leaf when they go home? do you wear will rings and take them off before you port so you can still use your roads?

... do you not USE roads at home, and just ride 100% tw?

i think i'd tolerate docking nuking tw if tobacco was better, but even with q150 tobacco last world I wasn't hugely impressed and still found myself chowing down on one of the 300 heartwood leaves any semi competent human being accrues in a few months time. big +1 that docking should work very similar to a hearth right now, mostly because i have a billion alts peppered across the world across a great many accounts and it really is getting tiresome.
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Re: Travel Weariness changes

Postby vatas » Wed Oct 05, 2022 9:00 am

Other than giving "Travel to Dock" the "Travel to Hearth Fire" -treatment and making it effectively free, only other option is to make it cost Ship hitpoints (ie. tar) instead.

I was thinking of capping it to 50-90% pf the Ship's maximum hitpoints.

Only real downside is that you're giving serious punishment to anyone who forgets to take/save Tarsticks for the eventual "Travel to Dock."
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Re: Travel Weariness changes

Postby SnuggleSnail » Wed Oct 05, 2022 9:09 am

vatas wrote:Other than giving "Travel to Dock" the "Travel to Hearth Fire" -treatment and making it effectively free, only other option is to make it cost Ship hitpoints (ie. tar) instead.

I was thinking of capping it to 50-90% pf the Ship's maximum hitpoints.

Only real downside is that you're giving serious punishment to anyone who forgets to take/save Tarsticks for the eventual "Travel to Dock."


Why? Like, unironically why? Justify the notion that people should be punished for leaving their base, or that there should be tediousness attached to it. There's so many mechanics intended /purely/ to encourage people to actually play the game, not just side behind their walls, so why make artificial barriers to doing that.
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Re: Travel Weariness changes

Postby Zampfeo » Wed Oct 05, 2022 4:35 pm

SnuggleSnail wrote:Why? Like, unironically why? Justify the notion that people should be punished for leaving their base, or that there should be tediousness attached to it. There's so many mechanics intended /purely/ to encourage people to actually play the game, not just side behind their walls, so why make artificial barriers to doing that.


Because snekkja ganks are gay
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Re: Travel Weariness changes

Postby Audiosmurf » Wed Oct 05, 2022 4:44 pm

Anything that allows effectively infinite projection of power is Stupid
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Re: Travel Weariness changes

Postby SnuggleSnail » Wed Oct 05, 2022 9:54 pm

My brother in christ we are talking about a 5 minute task tedious task that most higher tier players are already not doing because of infinite heartwood leafs. What the fuck projection of power or serious ganks has this prevented ever.
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