by AnnaC » Wed Jun 12, 2013 4:00 am
I'll start with the positive aspects of teleportation. It is a good way to coordinate peaceful, cooperative places to meet up too (like market towns, etc.), and these projects are always a lot of fun and beneficial to the community at large, for as long as they are maintained. Teleportation is also invaluable for running a smooth village, as walls and gates are horrible and impossible to have any decent security to them without making them more of a hassle to the people the walls are built to protect than to their potential enemies. They also make great ferry crossings in a pinch (although I still think you should be able to make actual ferry structures).
However, I don't like the idea of teleportation so much because it can be used to greatly expand the range of militaristic and griefing factions. I mean while it's possible you can be in a region that's practically a world away from a prominent aggressive faction, it becomes less likely you're a world away from one of their satellite outposts they can teleport to in a pinch if they feel like imposing their dominance. Teleportation also enables much easier monopolization of resources, as this ability to exert influence over a much larger area means less logistical considerations for that group to maintain dominance. Instead of having to spend a lot of time to manually travel to ensure their distant outposts and resources are unmolested by the locals, they arrive instantenously.
Teleportation basically allows groups to consolidate resources, territory, and influence, far wider than they otherwise would be able to for the amount of hearthlingpower they possess. This, with the static nature of some gameplay elements (resources and personal claims, although those are being addressed somewhat), really limit how the endgame demographics of Hearthland worlds wind up (generally two completely blocs, with a few independent griefers and then a bunch of random hermits sprinkled in). Not that teleportation is the cause of this, but it does help enable it.
The connection between hearthlings and their hearthfires is a fundamental part of the Hearthlands mysticism, and I think forms of teleportation related to that are alright (although ofc they can be "exploited" as well too, but that's more limiting).
Overall, I think the game will be better if teleportation was removed. Quite a few things would have to be addressed before crossroads are taken out, though:
1. change how gates in walls work (maybe permission-based or something similar)
2. improve the milestones system (I like the idea of removing the pillars and making specialized paving stones instead)
3. some form of ferry or buildable river crossing (not a fan of bridges, but a dock structure that you can bind a raft to might work)
But I think limiting teleportation would be beneficial in the long run, as it would give more consideration to where you settle, and not just be a case of dominating local resources; being in a spot that is accessible or near friends or allies would be important as well, and hopefully might coordinate more hearthlings into working together as well as they can't just have their hermit village and port over to their neighbors whenever they feel like, or have a group consolidate a wide area with through a crossroad nexus.
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)