Ranger Tower

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

Re: Ranger Tower

Postby Kaios » Sun May 29, 2011 8:21 pm

I still think Potjeh's idea was the best I've heard so far. Only allowing teleportation through roads and allowing those roads to be blockaded. I also still think that this conversation needs its own topic!!!!!!!!
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Re: Ranger Tower

Postby DatOneGuy » Sun May 29, 2011 8:42 pm

Onionfighter wrote:Taking away teleporting is one of those major changes that would need to be done with a world reset. While the people who don't like traveling generally want teleportation, I think removing it could force some very interesting and fun game play. People would of course have to be physically closer together to interact regularly, but that would also mean that being farther away from hostile people would again provide a certain amount of protection.

When I think of some of the new professions and activities that could come out of removing teleportation, I get excited because I think these could be really fun.

Yeah enjoy that shit when the world expands and you're in the center and find a fucking q120 clay spot N4E4.

This is exactly why this idea is shit, finding the best, you simply can't do it, you're taxed severely for being the best, would have to constantly move your village, have a big village? PFFTFUCKYOU.

Would it be interesting, at first.
Would it be fun? Not 6 months into a world when all your infrastructure is properly set and doesn't fucking matter because going to collect clay is literally an all day experience taking 4+ hours one way.

Even if we had marching and that time was significantly reduced people would constantly trolololololo with blockades along the way whether present or not just to lol at you cause the whole thing isn't claimed.

When ratio's for claims are properly fixed (which is intended to happen sooner rather than later from what I gather) you can't claim the road, meaning you have to manually fix any walls you'd have on the road, and you'd need walls because you can't claim it, meaning people will leave stuff in the way all the time SCENT-FREE so you can't even track the faggots.
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Re: Ranger Tower

Postby Potjeh » Sun May 29, 2011 8:50 pm

Well, I didn't really have in mine putting toads on a road to block it. More like r-click->Waylay on a milestone. Make it require theft so it costs a bit to waylay, it should cut out a good deal of throwaway alt ambushes.

As for resources and stuff, well, that's mainly the problem with the map generator, it's just too random. Where best resources are should have some connection with (realistic) topography, so you'd have most stuff in reach if you pick a location with all the different landscape features nearby.
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Re: Ranger Tower

Postby DatOneGuy » Sun May 29, 2011 9:12 pm

Potjeh wrote:Well, I didn't really have in mine putting toads on a road to block it. More like r-click->Waylay on a milestone. Make it require theft so it costs a bit to waylay, it should cut out a good deal of throwaway alt ambushes.

As for resources and stuff, well, that's mainly the problem with the map generator, it's just too random. Where best resources are should have some connection with (realistic) topography, so you'd have most stuff in reach if you pick a location with all the different landscape features nearby.


I figured it would check for things in the way (walls or such), someone could roundpole up and you'd have to break it, it'd be mostly just for teh lulz, but it would ensure that you can't stop midway 'inside' villages, so it's kinda important.

Or are you considering long-spaced out milestones you place down and you 'fast' travel one to another but if someone disrupts a milestone it'll stop you early?

If someone sets up a wall or something what happens?
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Re: Ranger Tower

Postby Potjeh » Sun May 29, 2011 9:25 pm

It can be set to ignore fences but respect palisades and brick walls, I reckon. So yeah, it'd mostly work like warping from milestone to milestone till you drop out of warp, but it should check for impassable obstacles between milestones. By this I mostly mean walls (not fences), cliffs and water (after we get bridges). Gates that you have permission for (yes, permission, fuck keys) should also be ignored.

Also, we could plan routes (stopping at every intersection would suck) on in-game maps, to give cartography some use ;)
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Re: Ranger Tower

Postby DatOneGuy » Sun May 29, 2011 9:48 pm

Potjeh wrote:It can be set to ignore fences but respect palisades and brick walls, I reckon. So yeah, it'd mostly work like warping from milestone to milestone till you drop out of warp, but it should check for impassable obstacles between milestones. By this I mostly mean walls (not fences), cliffs and water (after we get bridges). Gates that you have permission for (yes, permission, fuck keys) should also be ignored.

Also, we could plan routes (stopping at every intersection would suck) on in-game maps, to give cartography some use ;)

Cliffs mean you can never go through mountains

Permissions would be nice, but really with a complete village overhaul who knows what could happen. While it would be for sure nice to sit down and be able to come up between the community an idea that would be nice, I'm sure they have their own ideas on the matter.
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Re: Ranger Tower

Postby Potjeh » Sun May 29, 2011 9:52 pm

I think that's kind of a good thing. It would add some depth if certain locations (mountain passes for example) were strategically important due to their tactical use rather than any resources they contain. Hell, you could even charge travellers for passage!
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Re: Ranger Tower

Postby SpiderJerusalem » Sun May 29, 2011 10:02 pm

I love the idea of teleport-removal.

people would have send out patrols to secure the roads, so you could drive the roads up and down and forage and hunt meanwhile :)
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Re: Ranger Tower

Postby Squatthrust » Mon May 30, 2011 12:15 am

Potjeh wrote:Well, I didn't really have in mine putting toads on a road to block it. More like r-click->Waylay on a milestone. Make it require theft so it costs a bit to waylay, it should cut out a good deal of throwaway alt ambushes.

As for resources and stuff, well, that's mainly the problem with the map generator, it's just too random. Where best resources are should have some connection with (realistic) topography, so you'd have most stuff in reach if you pick a location with all the different landscape features nearby.

Potjeh wrote:It can be set to ignore fences but respect palisades and brick walls, I reckon. So yeah, it'd mostly work like warping from milestone to milestone till you drop out of warp, but it should check for impassable obstacles between milestones. By this I mostly mean walls (not fences), cliffs and water (after we get bridges). Gates that you have permission for (yes, permission, fuck keys) should also be ignored.

Also, we could plan routes (stopping at every intersection would suck) on in-game maps, to give cartography some use ;)

Potjeh wrote:I think that's kind of a good thing. It would add some depth if certain locations (mountain passes for example) were strategically important due to their tactical use rather than any resources they contain. Hell, you could even charge travellers for passage!


+1 to all of that, great idea. A new map generator is coming which should add some more depth and realism to the terrain, and this is definitely something that should be added alongside the new map next world.
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Re: Ranger Tower

Postby DatOneGuy » Mon May 30, 2011 12:18 am

It still seems to me that it would add an annoying amount of time to playing to do basic things, you'd have to do everything in bulk. Resources would need 'caravans' every 8 hours to pick off the top, or alts stationed to dig, store, and transport later.
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