Xroad alternative solutions

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

Re: Xroad alternative solutions

Postby MagicManICT » Thu Dec 29, 2011 4:03 am

dra6o0n wrote:Why not just remove crossroads from the game and implement a more advanced way of transportation that doesn't includes some offworld teleportation around the place...


According to Jorb, that's the plan. They haven't decided how best to implement a method of getting around teleportation and getting in and out of a village. I believe this was a discussion from a year+ ago at that.
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Re: Xroad alternative solutions

Postby samual82 » Thu Dec 29, 2011 4:13 am

anyone here play UO once upon a time?

teleport runes :D, small reasonably annoying to make runes attuned to one specific set of coords.... mind you, you might have to restrict things like not being about to use them if your not permissioned for the vclaim or pclaim on them, plus it's a physical object the player has to carry, or prefferably, able to use from a cupboard

using them in that game had the delay aswell, i think uo balanced the delay issue by having zones, like towns with npc guards, not that you could or would ever do that to hnh.... hell i dont know how you balance this game properly
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Re: Xroad alternative solutions

Postby dra6o0n » Thu Dec 29, 2011 9:56 pm

samual82 wrote:anyone here play UO once upon a time?

teleport runes :D, small reasonably annoying to make runes attuned to one specific set of coords.... mind you, you might have to restrict things like not being about to use them if your not permissioned for the vclaim or pclaim on them, plus it's a physical object the player has to carry, or prefferably, able to use from a cupboard

using them in that game had the delay aswell, i think uo balanced the delay issue by having zones, like towns with npc guards, not that you could or would ever do that to hnh.... hell i dont know how you balance this game properly

Except... This game isn't based on any fantasy lore, it's more of a 'realism/Hebrew' or something lore... I even forget what HnH is suppose to be now that I look at it.

My friend's game will include magic and the like in it, in some way or form, but it's not going to be extremely powerful without a risk or something.

But yeah, in HnH, 'fantasy-fictional' based magic is out of the picture, at least that's how the community sees that.
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Re: Xroad alternative solutions

Postby Jackard » Thu Dec 29, 2011 10:16 pm

dra6o0n wrote:Except... This game isn't based on any fantasy lore, it's more of a 'realism/Hebrew' or something lore... I even forget what HnH is suppose to be now that I look at it.

its difficult not to make fun of you for this

http://www.havenandhearth.com/portal/about
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Re: Xroad alternative solutions

Postby samual82 » Thu Dec 29, 2011 10:31 pm

hey, it wasn't about creating magic, the magics there/ already, it's just vague and illdefined and not called magic, i was merely bringing up how another meta travel system functioned, brainstorming man!

i'm right behind the idea that magic might possibly cheapen or ruin this game.

you certainly couldn't do it without shit tons of planning, balancing the curent combat against it and then alpha testing the hell out of it before inflicting it on your players. hah cheap jibe, no i think magic would not fit, but outside devs and inner circles, whose to say what will? and what will be tried anyway?

bloody interesting at the moment, at least till work starts up again.. and/or my wife makes an ultimatum
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Re: Xroad alternative solutions

Postby dra6o0n » Sun Jan 01, 2012 9:39 pm

Jackard wrote:
dra6o0n wrote:Except... This game isn't based on any fantasy lore, it's more of a 'realism/Hebrew' or something lore... I even forget what HnH is suppose to be now that I look at it.

its difficult not to make fun of you for this

http://www.havenandhearth.com/portal/about

Myths and legends of the sort don't use the extreme cases of fantasy settings... It depends on the source and It's more like a what ifs to 'plausible' fictional elements.

Plus...

fictional world loosely inspired by Slavic and Germanic myth and legend


Loosely inspired, NOT based.

If it were "based on", then it makes more sense to have a greater level of fictional fantasy, but because it's "inspired by", it's still more about realism to the era of those times.

For instance, my friend's game will be 'based on a medieval fantasy' setting. If it were 'loosely inspired' then it wouldn't have the 'fantasy' in it.

Myths/Legend takes a individual's view on a fictional setting. Others would then use this view to explain it to others.
Fantasy takes on a 'society's view' on a fictional setting. Everyone would generally use this view and expand on it using their imaginations.
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Re: Xroad alternative solutions

Postby Jackard » Sun Jan 01, 2012 10:33 pm

What is this technicality bullshit you are spouting, trying to justify that you had forgotten the easily found game description?

"Hebrew"? what the hell
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Re: Xroad alternative solutions

Postby sabinati » Sun Jan 01, 2012 11:54 pm

Jackard wrote:"Hebrew"? what the hell


it makes sense, what with all the golems
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Re: Xroad alternative solutions

Postby MagicManICT » Mon Jan 02, 2012 2:18 am

sabinati wrote:
Jackard wrote:"Hebrew"? what the hell


it makes sense, what with all the golems


:lol:
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Re: Xroad alternative solutions

Postby Jackard » Mon Jan 02, 2012 4:37 am

sabinati wrote:it makes sense, what with all the golems

that's giving him way too much credit
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