new thingwall layout kinda stinky

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

Re: new thingwall layout kinda stinky

Postby mulamishne » Mon Jan 20, 2025 7:26 am

If be fine with a return to w10's travel system, albeit oceans exist now. Personally I think thingwalls add a more casual approach to fast travel because anyone can use them, which is cool.
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Re: new thingwall layout kinda stinky

Postby SpacePig » Mon Jan 20, 2025 11:13 am

movement between tingwalls is only needed so that gangs can have a global presence over a large area. It doesn't matter where they are, using tingwalls the whole gang gathers in one place in a minute. Anything that makes life easier for bandits should be removed from the game.
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Re: new thingwall layout kinda stinky

Postby SnuggleSnail » Mon Jan 20, 2025 11:18 am

If you think fast travel if inherently bad make your own thread so everybody can ridicule you there. If thingwalls are going to exist they shouldn't be annoying/frustrating to use, and no reasonable person disagrees.
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Re: new thingwall layout kinda stinky

Postby Kiklington » Mon Jan 20, 2025 12:00 pm

Audiosmurf wrote:
caz wrote:yes lets kill markets and trading completely

Dishonest. We had markets and trading before thingwalls.

me when i lie by omission and ignore that the worlds that had oceans but no thingwalls were absolutely awful for markets.
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Re: new thingwall layout kinda stinky

Postby Nightdawg » Mon Jan 20, 2025 12:18 pm

Yeah idk, the provinces are all over the place
Maybe the argument was that they need to be more "realistic", cause in real life we determine borders using rivers, mountains, seas, etc., BUT this is a video game and the new provinces are just bad.
I'm literally next to a thingwall, but I have to travel 20+ minimaps away in the opposite direction if thingwall peace is broken, cause the thingwall next to me is actually a different one, literally at the border of another province.

Some thingwalls are placed properly inside their region, and some regions have ok-ish shapes, but it still feels like you took last world's system and sprinkled a lil bit of down syndrome on it
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Re: new thingwall layout kinda stinky

Postby bmjclark » Mon Jan 20, 2025 8:30 pm

Would much rather go back to last world's thingwall shapes. The fact that there's at least a few thingwalls near me where you have to teleport far east just to travel to them when they're to the west is so stupid. I think it's really oceans that fuck this whole thing up mostly but yea, shit sucks. Cool experiment but lets just go back to how it was.
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Re: new thingwall layout kinda stinky

Postby maze » Mon Jan 20, 2025 8:48 pm

MightySheep wrote:Ngl maze ur surrounded by whirlpools it's not even thingwalls that's ur issue lol


I'm taking into account all worlds with thingwalls. Thingwall travel has not been fun; and the excuse that they help markets is a dumb take. if you want to work with a market go live next to it. If you want to be left alone from the world, go live in the sticks.

In every world up to 13 markets were mostly just local things unless you had a road to a major one. if it was over the sea; well this is what you choose for youself because you wanted to hide but~
Stop pretending I want to teleport to a market across the map :roll: I don't I want to live far away and play Farmville in my wagon.
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Re: new thingwall layout kinda stinky

Postby SpacePig » Wed Jan 22, 2025 3:51 pm

SnuggleSnail wrote:If you think fast travel if inherently bad make your own thread so everybody can ridicule you there. If thingwalls are going to exist they shouldn't be annoying/frustrating to use, and no reasonable person disagrees.

Ban on local movements, and a complete ban on movement for criminals is an excellent mode of operation of tingwalls. And this will undoubtedly solve the problem that you described in this topic sir. Think about how much better the game will become.
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Re: new thingwall layout kinda stinky

Postby strpk0 » Wed Jan 22, 2025 4:14 pm

SpacePig wrote:
SnuggleSnail wrote:If you think fast travel if inherently bad make your own thread so everybody can ridicule you there. If thingwalls are going to exist they shouldn't be annoying/frustrating to use, and no reasonable person disagrees.

Ban on local movements, and a complete ban on movement for criminals is an excellent mode of operation of tingwalls. And this will undoubtedly solve the problem that you described in this topic sir. Think about how much better the game will become.


please sir read the thread title and original post and tell me if this garbage you're posting has anything to do with it
thank you sir
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Re: new thingwall layout kinda stinky

Postby Vladichka » Wed Jan 22, 2025 8:09 pm

New borders are kinda bad, a lot of unnatural bottlenecks and weird roundabout connections indeed. Old layout was more functional.
Regarding fast travel balancing - I posted it before, but you won't like it cause it's not exploitable.
Make any form of fasttravel except traveling back to your hearthfire apply a 20 rl minutes debuff (debatable, I talked to some people and they say 20 minutes is too low) that prevents you from initiating combat with other players. This debuff resets when you travel to your hearthfire. You can still get attacked after you fast travel, but you can't attack.
There is a reason why you can't fast travel during combat, which should also apply retroactively - you shouldn't be able to initiate combat after using fast travel. This logic error is what's causing 90% of problems with thingwalls (and milestones).
Additionally, disable fast travel when carrying dead bodies. They should be like passed out horses. Also shouldn't be able to fasttravel with ships when you load bodies as cargo.
You know why, I don't have to explain.
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