Beacon alternate use

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

Beacon alternate use

Postby animary » Sun Jan 26, 2025 9:29 am

If your hearthfire is destroyed it would be nice if an alt or a friend could build a beacon and you could "home in" to it when you log back in, instead of spawning randomly somewhere. Since in this situation you get a message about your hearthfire, that message could have a spot to enter the password.
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Re: Beacon alternate use

Postby Fostik » Sun Jan 26, 2025 9:34 am

So, travel to any point of world back and forth without any limits?
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Re: Beacon alternate use

Postby animary » Sun Jan 26, 2025 9:42 am

Beacon is only one time use. And once you've rebuilt your hf you can always hearth back to it
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Re: Beacon alternate use

Postby terechgracz » Sun Jan 26, 2025 9:45 am

I think we should be able to build copper beacon that gives you 50x50 radius of free teleportation (works only if you have permission to trespass claim you're going to to to).
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Re: Beacon alternate use

Postby xAlexx » Sun Jan 26, 2025 5:39 pm

-1

That would be a wildy overpowered mechanic in the game and it would also be insane abused by some players.
If your character HF gets destroyed, you log in, get the message and are forced to spawn elsewhere...you can either:
A. Figure out where you are and make the long adventure back.
B. Not bother and forget the character/get it killed.

Ive already lost one alt to this and it got spawned over 60k tiles away, so I put it face down in a river.
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Re: Beacon alternate use

Postby Sephiron » Sun Jan 26, 2025 5:43 pm

Well, two things.
You don't need your hearthfire to log back in exactly where you were. If you get knocked out, you can remain in place and wait for your character to get back up instead of travelling back to your hearthfire. If you are thrown into the wilderness on log-in, then the place which you logged out of was inaccessible AND your hearthfire was destroyed (a claim which you have no permissions, a building which was destroyed, Boat which was moved, etc)
Also, they changed this slightly last world. Instead of spawning at a random location on the other side of the world, you at least spawn somewhere in the province in which you were. Shouldn't be too difficult to find your spot.

Now.. I know the pain of spawning far from your friends and having to walk/sail hours to get to them in a dugout. The only thing is, fast travel mechanics can be abused pretty easily. We used to have something called a sublime portico that allowed you to teleport to another connected portico. It was really cool until people started using it during sieges to bring all their loot to a far away safehouse, pretty much effectively making sieging anyone with a portico useless. The portico was very expensive, though, and wilderness beacons aren't worth anything. You could easily just have 2 bases with alts, and whenever you wanted to teleport all your junk to the other base you could smash your HF and have the alt build a wilderness beacon. You see the issue now?
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Re: Beacon alternate use

Postby xAlexx » Sun Jan 26, 2025 5:47 pm

Sephiron wrote:Well, two things.
You don't need your hearthfire to log back in exactly where you were. If you get knocked out, you can remain in place and wait for your character to get back up instead of travelling back to your hearthfire. If you are thrown into the wilderness on log-in, then the place which you logged out of was inaccessible AND your hearthfire was destroyed (a claim which you have no permissions, a building which was destroyed, Boat which was moved, etc)
Also, they changed this slightly last world. Instead of spawning at a random location on the other side of the world, you at least spawn somewhere in the province in which you were. Shouldn't be too difficult to find your spot.

Now.. I know the pain of spawning far from your friends and having to walk/sail hours to get to them in a dugout. The only thing is, fast travel mechanics can be abused pretty easily. We used to have something called a sublime portico that allowed you to teleport to another connected portico. It was really cool until people started using it during sieges to bring all their loot to a far away safehouse, pretty much effectively making sieging anyone with a portico useless. The portico was very expensive, though, and wilderness beacons aren't worth anything. You could easily just have 2 bases with alts, and whenever you wanted to teleport all your junk to the other base you could smash your HF and have the alt build a wilderness beacon. You see the issue now?



"Also, they changed this slightly last world. Instead of spawning at a random location on the other side of the world, you at least spawn somewhere in the province in which you were. Shouldn't be too difficult to find your spot."
This isnt true whatsoever. My character went from living on the continent that Norsca resides on to being spawned onto the continent west of the one that Whatever Bay is/was on.
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Re: Beacon alternate use

Postby Sephiron » Sun Jan 26, 2025 5:57 pm

xAlexx wrote:
Sephiron wrote:Well, two things.
You don't need your hearthfire to log back in exactly where you were. If you get knocked out, you can remain in place and wait for your character to get back up instead of travelling back to your hearthfire. If you are thrown into the wilderness on log-in, then the place which you logged out of was inaccessible AND your hearthfire was destroyed (a claim which you have no permissions, a building which was destroyed, Boat which was moved, etc)
Also, they changed this slightly last world. Instead of spawning at a random location on the other side of the world, you at least spawn somewhere in the province in which you were. Shouldn't be too difficult to find your spot.

Now.. I know the pain of spawning far from your friends and having to walk/sail hours to get to them in a dugout. The only thing is, fast travel mechanics can be abused pretty easily. We used to have something called a sublime portico that allowed you to teleport to another connected portico. It was really cool until people started using it during sieges to bring all their loot to a far away safehouse, pretty much effectively making sieging anyone with a portico useless. The portico was very expensive, though, and wilderness beacons aren't worth anything. You could easily just have 2 bases with alts, and whenever you wanted to teleport all your junk to the other base you could smash your HF and have the alt build a wilderness beacon. You see the issue now?



"Also, they changed this slightly last world. Instead of spawning at a random location on the other side of the world, you at least spawn somewhere in the province in which you were. Shouldn't be too difficult to find your spot."
This isnt true whatsoever. My character went from living on the continent that Norsca resides on to being spawned onto the continent west of the one that Whatever Bay is/was on.


I could be mistaken on 'whichever continent you were in', there's some contention on whether or not it may be the province in which the last thingwall you visited is in. Does that sound about right?
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Re: Beacon alternate use

Postby xAlexx » Sun Jan 26, 2025 6:12 pm

Sephiron wrote:
xAlexx wrote:
Sephiron wrote:Well, two things.
You don't need your hearthfire to log back in exactly where you were. If you get knocked out, you can remain in place and wait for your character to get back up instead of travelling back to your hearthfire. If you are thrown into the wilderness on log-in, then the place which you logged out of was inaccessible AND your hearthfire was destroyed (a claim which you have no permissions, a building which was destroyed, Boat which was moved, etc)
Also, they changed this slightly last world. Instead of spawning at a random location on the other side of the world, you at least spawn somewhere in the province in which you were. Shouldn't be too difficult to find your spot.

Now.. I know the pain of spawning far from your friends and having to walk/sail hours to get to them in a dugout. The only thing is, fast travel mechanics can be abused pretty easily. We used to have something called a sublime portico that allowed you to teleport to another connected portico. It was really cool until people started using it during sieges to bring all their loot to a far away safehouse, pretty much effectively making sieging anyone with a portico useless. The portico was very expensive, though, and wilderness beacons aren't worth anything. You could easily just have 2 bases with alts, and whenever you wanted to teleport all your junk to the other base you could smash your HF and have the alt build a wilderness beacon. You see the issue now?



"Also, they changed this slightly last world. Instead of spawning at a random location on the other side of the world, you at least spawn somewhere in the province in which you were. Shouldn't be too difficult to find your spot."
This isnt true whatsoever. My character went from living on the continent that Norsca resides on to being spawned onto the continent west of the one that Whatever Bay is/was on.


I could be mistaken on 'whichever continent you were in', there's some contention on whether or not it may be the province in which the last thingwall you visited is in. Does that sound about right?


Never used a single thingwall on the alt. I primarily used it for collecting clay. Logged off one night living on the most northern continent and the next morning, logged in to the message of my HF missing / the spot I logged out in not being accessible anymore and it spawned me on the southwestern most continent.
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Re: Beacon alternate use

Postby animary » Sun Jan 26, 2025 9:55 pm

The last time my hf was destroyed was a couple of worlds back. I spawned on the far south of the continent south of the continent on which I lived (knew the direction from a quest arrow pointing to a spot near my village). I was in farming gear, had no weapons, no horse, and it was mid winter. Took four days, averaging a couple of hours per day, to get home, was two days before I even came to land I had explored (by boat); settled for a while at an abandoned farm on the north coast of the continent til I could build a rowboat to cross a narrow straight of deep salt water to "home". But if my alt could have built a beacon....

"...whenever you wanted to teleport all your junk..."
Beacon could only spawn character, not horse or cart, etc. (Perhaps the system could detect if the hf was destroyed by "friendly fire" and the beacon would not then be an option.)

I don't know if there's too much fast travel now, but loss of thingwalls would virtually kill markets.

Now personally, and I'm sure I'm in a definite minority here, I would like thingwalls, and maybe even charterstones, to be like going through a visitor gate - they would have a safe zone of perhaps a couple dozen tile radius around them. You also could not build on this or extend a claim onto it.

And when you discover a thingwall you can click it for a popup with the thingwall name and arrows pointing towards any connecting thingwalls, no names of them or distances, just an indication of their direction.
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