Travel Weariness changes

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

Re: Travel Weariness changes

Postby Nightdawg » Wed Oct 05, 2022 10:00 pm

Imagine not having a dock alt...

They're also a bonus for baiting scents
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Re: Travel Weariness changes

Postby Audiosmurf » Wed Oct 05, 2022 10:36 pm

SnuggleSnail wrote: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.

Counterpoint: suck my cock
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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Re: Travel Weariness changes

Postby Axyx » Wed Oct 05, 2022 11:32 pm

I love how these C&I threads that get the most attention from us end up devolving into a bunch of fucking retards throwing shit at eachother instead of actually debating ideas. Ad hominem attacks don't really do much to advance anything beyond egos and those are fickle at best.

Who has an actual idea that is constructive and might please all parties, should such an idea exist? I don't have it, that's for sure. I'd just get rid of TW entirely, remove the mechanic of teleporting back with a Snekkja/Knarr and say there. Its already silly we can make roads as long as we want, only limited by terrain we cannot manipulate and teleport home from anywhere for effectively no cost. But what do I really know, Im just a dude who plays games.

Stop flingin' shit, doesn't really help. :)
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Re: Travel Weariness changes

Postby Sevenless » Thu Oct 06, 2022 2:11 am

Axyx wrote:I love how these C&I threads that get the most attention from us end up devolving into a bunch of fucking retards throwing shit at eachother instead of actually debating ideas. Ad hominem attacks don't really do much to advance anything beyond egos and those are fickle at best.

Who has an actual idea that is constructive and might please all parties, should such an idea exist? I don't have it, that's for sure. I'd just get rid of TW entirely, remove the mechanic of teleporting back with a Snekkja/Knarr and say there. Its already silly we can make roads as long as we want, only limited by terrain we cannot manipulate and teleport home from anywhere for effectively no cost. But what do I really know, Im just a dude who plays games.

Stop flingin' shit, doesn't really help. :)


It's because this is the billionth time this has been talked about and there's nothing to do but insult each other over it. Also it's very frustrating to pvpers that that pve players in here are propagating false information/views on how pvpers work that dilutes the issue at hand. Being told how you play, incorrectly, and then being told how a mechanic should be based on that incorrect understanding is a pain.

Heck, one person was giving opinions on why snek porting being expensive is reasonable based on it porting multiple people, apparently not knowing that sneks can only dock with the driver aboard. Not even understanding the base mechanic, let alone how pvpers use it.
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Re: Travel Weariness changes

Postby ChildhoodObesity » Thu Oct 06, 2022 3:23 pm

Travel weariness is a dogSHIT mechanic. I miss legacy when people just carried buckets of wine on them and never even thought about it. I'm fairly certain a large reason PVPers quit at least is because going to someones village to find a fight can take hours of your time if you don't have travel weariness (most people don't or at least 1-2 people in the group wont). It's unrealistic to have enough heartleaves for a big village until a few months in IMO unless you're doing the cringe alt spam at trees hitting every single timer. Not everyone has hours of their day to spend just to ARRIVE at a potential fight that may not even happen. I can say with confidence the main reason I don't go around seeking fights is because it takes 20 years to go to a place where I know I'd MAYBE find a fight. Also it kind of hurts the idea of tracking down criminals/redhanded people because there's basically no way you'll catch up to them or catch them in time unless you have travel weariness to port near them.

IMO it should either be way easier to reduce to the point where anyone can mass out a way to do it such as wine from legacy or just removed. It hurts so many aspects of the game and the arguments to have it are hard to stand by unless you're very uninformed about how higher level players actually play.
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Re: Travel Weariness changes

Postby wonder-ass » Fri Oct 07, 2022 10:52 am

Counter argument: u deserve to suffer playing this game. Ye make that wilderness beacon u fucking cuck *spits*
see homo sexuality trending,. do not do that.
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