Knarr/Snekkja quality should not affect their speed.

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Knarr/Snekkja quality should not affect their speed.

Postby ChildhoodObesity » Tue May 03, 2022 9:59 am

Knarr/Snekkja speed are extremely important in PVP because if you are faster you can either completely escape a fight or completely dunk the people in the slower boats. With the way PVP works in this game there isn't any place for variable speeds, the speed of people in combat should be the same always. This affects noobs a shit ton because a big chonker boi is almost certainly going to have a higher q boat which will result in them getting dunked.

In general knarrs/snekkjas shouldn't be involved in PVP at all as they're basically a mobile safe pali and they're great at blocking people in the water forcing their death. In my opinion the only use for knarrs/snekkjas should be hunting or traveling quickly through the ocean. They should have their speeds set to the maximum while in oceans and while in freshwater it should be the same speed as a rowboat so they're not used as much to block people in rivers and such.

Quality could instead affect either the cargo/inventory size of the knarr/snekk or reduce the damage taken while traveling through the deep ocean. I'm open to other ideas regarding this, however, it definitely should not affect speed in any way.

Also ideally people wouldn't be able to enter a knarr/snekk while in aggro, however, this would make entering someone elses snek/knarr who you're in aggro with impossible so there should be a work around if the person you're pursuing is currently in a snekk/knarr.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby SnuggleSnail » Tue May 03, 2022 11:19 am

yuge +1

Variables speed are unfun at every level of play. Being able to out-maneuver people with no counter-play is just too powerful.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby fairystyle » Tue May 03, 2022 11:29 am

ChildhoodObesity wrote: With the way PVP works in this game there isn't any place for variable speeds, the speed of people in combat should be the same always. This affects noobs a shit ton because a big chonker boi is almost certainly going to have a higher q boat which will result in them getting dunked.

fair point, also this suggestion sounds good:
ChildhoodObesity wrote: Quality could instead affect either the cargo/inventory size of the knarr/snekk or reduce the damage taken while traveling through the deep ocean. I'm open to other ideas regarding this, however, it definitely should not affect speed in any way.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby Zentetsuken » Tue May 03, 2022 11:41 am

ChildhoodObesity wrote:Quality could instead affect either the cargo/inventory size of the knarr/snekk or reduce the damage taken while traveling through the deep ocean. I'm open to other ideas regarding this, however, it definitely should not affect speed in any way.


Step 1 - make it so whales and orcas cannot enter shallow water unless dead and do not get close to land when kited

Step 2 - make it so knarr/snekk quality increases the hard soak of the boat

maybe at a certain high quality a knarr soak is high enough that it is considered safe from being destroyed by a whale, or takes so little damage on a hit that it is considered worth it, and you have to actually movement-combat the thing in the ocean or something

so now it becomes impossible to rush whaling and a very high quality boat must be used to fight one and it's not just absolutely retarded cheese?????
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Re: Knarr/Snekkja quality should not affect their speed.

Postby VDZ » Tue May 03, 2022 11:54 am

ChildhoodObesity wrote:They should have their speeds set to the maximum while in oceans and while in freshwater it should be the same speed as a rowboat so they're not used as much to block people in rivers and such.

I do quite like the speed upgrade you get from the rowboat -> Snekkja upgrade though. It's part of what makes the Snekkja so worth it. Arguably the inventory size and ocean travel capability could already be a sufficient upgrade, though.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby SnuggleSnail » Tue May 03, 2022 12:01 pm

Zentetsuken wrote:Step 1 - make it so whales and orcas cannot enter shallow water unless dead and do not get close to land when kited

Step 2 - make it so knarr/snekk quality increases the hard soak of the boat

maybe at a certain high quality a knarr soak is high enough that it is considered safe from being destroyed by a whale, or takes so little damage on a hit that it is considered worth it, and you have to actually movement-combat the thing in the ocean or something

so now it becomes impossible to rush whaling and a very high quality boat must be used to fight one and it's not just absolutely retarded cheese?????


It would be rly bad if you needed 10 people to kill a whale and small groups just got fucked -- or if a specific quality break-point just made you x100 stronger than everybody else because of whale access.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby jock3 » Tue May 03, 2022 12:21 pm

Would prefer if the game had a wind system and players used tacking and the wind to increase speed. While quality works as a speed restrictor instead of a buff. Better made boats should be able to maximise their speed use but they shouldn't be outright just better. Player skill and planning should be the most important aspect.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby Zentetsuken » Tue May 03, 2022 12:31 pm

SnuggleSnail wrote:
Zentetsuken wrote:Step 1 - make it so whales and orcas cannot enter shallow water unless dead and do not get close to land when kited

Step 2 - make it so knarr/snekk quality increases the hard soak of the boat

maybe at a certain high quality a knarr soak is high enough that it is considered safe from being destroyed by a whale, or takes so little damage on a hit that it is considered worth it, and you have to actually movement-combat the thing in the ocean or something

so now it becomes impossible to rush whaling and a very high quality boat must be used to fight one and it's not just absolutely retarded cheese?????


It would be rly bad if you needed 10 people to kill a whale and small groups just got fucked -- or if a specific quality break-point just made you x100 stronger than everybody else because of whale access.


True enough, but no small groups are doing whales right now anyways. This content is already hard locked behind the most competent fighters who know the most perfect cheese metas. The idea would be just to make it so very large competent groups can't cheese them until knarr quality is high enough to take some major hits. It's not a solution to how insanely terrible whales is, it's just a way to make tackle the cheese and make them a slightly more midgame reward?

It's hard to balance suggestions between "what really should be done" and "what is a small enough tweak that we think jorb might actually do it"
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Re: Knarr/Snekkja quality should not affect their speed.

Postby jock3 » Tue May 03, 2022 12:38 pm

Zentetsuken wrote:
SnuggleSnail wrote:
Zentetsuken wrote:Step 1 - make it so whales and orcas cannot enter shallow water unless dead and do not get close to land when kited

Step 2 - make it so knarr/snekk quality increases the hard soak of the boat

maybe at a certain high quality a knarr soak is high enough that it is considered safe from being destroyed by a whale, or takes so little damage on a hit that it is considered worth it, and you have to actually movement-combat the thing in the ocean or something

so now it becomes impossible to rush whaling and a very high quality boat must be used to fight one and it's not just absolutely retarded cheese?????


It would be rly bad if you needed 10 people to kill a whale and small groups just got fucked -- or if a specific quality break-point just made you x100 stronger than everybody else because of whale access.


True enough, but no small groups are doing whales right now anyways. This content is already hard locked behind the most competent fighters who know the most perfect cheese metas. The idea would be just to make it so very large competent groups can't cheese them until knarr quality is high enough to take some major hits. It's not a solution to how insanely terrible whales is, it's just a way to make tackle the cheese and make them a slightly more midgame reward?

It's hard to balance suggestions between "what really should be done" and "what is a small enough tweak that we think jorb might actually do it"


Anyone can kill a whale, i have seen hermits kill whales. Plenty of small groups do kill whales but it's such a time-consuming task to find a whale that most don't do it often. Plenty of people who stream have also stream whale hunting. The real issue with whales isn't the whale IMO it's the quality of the whale. The most useful for whales is honestly due to it's high ql as someone who has had endless whales the best part is mulching the meat for trees. The wax is great for mamguards for strength for a miner but it's not mandatory. The bones are great for bone ash but coade clay combated the strength of bone clay a great deal.

ofc the meat is insane fep for food but i don't blame whale for that i blame all food being badly balanced and give far to many feps on the higher end.
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Re: Knarr/Snekkja quality should not affect their speed.

Postby Audiosmurf » Tue May 03, 2022 1:32 pm

It's definitely Fun, the way Q effects speed on ships, but very arguably bad for the game.
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