Prelude: World 13

Announcements about major changes in Haven & Hearth.
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maze
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Re: Prelude: World 13

Post by maze »

jorb wrote:Nah, it'll be more fun if you do not know.
He's already making questionable decisions before the world even starts....
Time to pack it up and wait for the next world.
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crowe
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Re: Prelude: World 13

Post by crowe »

NeoRed9 wrote:Some information about the spawning conditions could certainly encourage the desire to explore the world or/and leave a crowded area.
The problem is it doesn't really matter
The world is typically too small and to hard to explore without someone settling down and upgrading transportation

Legacy you would hop in boat and could travel for hours and hours in direction and find spot with no one living with more players.
You didn't have ocean blocking you from exploring anything.
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NeoRed9
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Re: Prelude: World 13

Post by NeoRed9 »

crowe wrote:
NeoRed9 wrote:Some information about the spawning conditions could certainly encourage the desire to explore the world or/and leave a crowded area.
The problem is it doesn't really matter
The world is typically too small and to hard to explore without someone settling down and upgrading transportation

Legacy you would hop in boat and could travel for hours and hours in direction and find spot with no one living with more players.
You didn't have ocean blocking you from exploring anything.

That's what's so great about oceans. They're a barrier to entry, less people will be across an ocean. Unless of course they already spawned there.
crowe
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Re: Prelude: World 13

Post by crowe »

NeoRed9 wrote:
crowe wrote:
NeoRed9 wrote:Some information about the spawning conditions could certainly encourage the desire to explore the world or/and leave a crowded area.
The problem is it doesn't really matter
The world is typically too small and to hard to explore without someone settling down and upgrading transportation

Legacy you would hop in boat and could travel for hours and hours in direction and find spot with no one living with more players.
You didn't have ocean blocking you from exploring anything.

That's what's so great about oceans. They're a barrier to entry, less people will be across an ocean. Unless of course they already spawned there.
What setting up a base to have to start a farm and getting completely settled before you can cross ocean?
Is great?
crowe
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Re: Prelude: World 13

Post by crowe »

NeoRed9 wrote:<picture of his crack pipe>]
Well I should ask is that yours or your moms?

So in other words don't quote real world when you are not actually using real world examples
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MagicManICT
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Re: Prelude: World 13

Post by MagicManICT »

crowe wrote:
NeoRed9 wrote:That's what's so great about oceans. They're a barrier to entry, less people will be across an ocean. Unless of course they already spawned there.
What setting up a base to have to start a farm and getting completely settled before you can cross ocean?
Is great?
Just one word for you two: Stop

Don't need a farm to make a snekkja. I think you've been around here long enough, crowe, to know the game better than that. Yeah, you'll need a small settlement to put things together to get off to wherever. Even solo, only playing a couple hours a night, you should be able to have a snekkja within a week, maybe a few days more.

fun thing about a snekkja--it carries cargo, so if you do get a farm started, you can pack up your seeds, any metal you have, maybe a wheelbarrow of coal, etc etc, and take it with you.
NeoRed9 wrote:You think a spruce cap should be able to traverse the ocean on his first day?
It's risky, of course. Lots of brave naked alts have gone to a watery grave looking for that elusive ocean crossing that doesn't require an ocean worthy vessel. (Also, let's not forget about whirlpools.)
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NeoRed9
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Re: Prelude: World 13

Post by NeoRed9 »

MagicManICT wrote: Just one word for you two: Stop

Don't need a farm to make a snekkja.
How about you stop being a dumbass. You do need a farm to make snekkja for the cloth and a set of tarkilns for the tarsticks.
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VDZ
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Re: Prelude: World 13

Post by VDZ »

NeoRed9 wrote:
MagicManICT wrote: Just one word for you two: Stop

Don't need a farm to make a snekkja.
How about you stop being a dumbass. You do need a farm to make snekkja for the cloth and a set of tarkilns for the tarsticks.
Not saying it's feasible, but theoretically you could shear 90 sheep to get enough cloth. That's probably what he's referring to?
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MightySheep
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Re: Prelude: World 13

Post by MightySheep »

VDZ wrote:theoretically
have actually done that before, its not as crazy as you think if you regularly shear groups of wildgoat on the mountain and shear all the mouflon you pass
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MagicManICT
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Re: Prelude: World 13

Post by MagicManICT »

You need two tar kilns iirc for a snekkja, which is 3-4 days (assuming kilns filled with pine). As VDZ points out, you can get enough wool from mouflon. Used to be an exploit for them, but I believe it got fixed, so it's not an easy method, but is doable. There were certainly snekkjas on the water almost as soon as the tar kilns quit burning their first load last world. There were people fleeing the central continent not much after than, probably larger groups (5-10 people) at first that could organize their efforts, and solo players were taking a bit longer depending on their risk tolerance.

Yes, a farm may speed it up a bit. You certainly don't need to wait on an entire farm over multiple cycles just to get enough flax or hemp cloth, which is what was being implied. Also, there's leather fabric, which cuts your need on hemp or flax by 60% (though does require a lot of leather in a short time--9 cloth is a whopping 36 leather and 18 flax/hemp). Whether to farm some or all of it is going to be up to you, but I can tell you, again this world, there are going to be snekkjas floating by on day 3-4.

All I ask is that you think rather than spewing your shit on the forums, and we certainly don't need flame wars in Announcements.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.

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