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DonVelD
- Posts: 1913
- Joined: Sun Jun 11, 2017 12:37 pm
- Location: @ your fenced base W/ a boar
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Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: Something should be done about fast travel ted talk
Im literally cooked bros. Unplug me before it gets worse.DonVelD wrote:
Edit: it got worse.
I just don't think you want a debuff associated with tw, because this incentivizes more and more alts for menial shit like porting over to a market/getting some clay/etc., why would you want to risk getting a debuff doing these things if you can suddenly get into a fight and now you're fucked.
The most "reasonable" debuff would be preventing aggro on other players while still being aggroable yourself, but that's also a retarded idea with a ton of flaws and balance issues regarding the debuff time and if it should even apply if using roads, like if you spam roads to mammoth traps, getting clay, etc. you get a ton of tw overall, should you be fucked just bcs you didn't use alts for everything in case you suddenly need to fight?
And overall is being able to get some reinforcements really that bad of a thing, i think the bigger issue is the ability for everyone to be basically present everywhere at once with a snekkja ready, without any real limits since we all know leaves and tobacco are more than plentiful. At the same time, early gameplay and being VERY limited in road usage just straight up sucks so there is that for trying to nerf travel weariness.
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catgode
- Posts: 36
- Joined: Tue Sep 10, 2019 9:31 pm
- Location: Stonehut
Re: Something should be done about fast travel ted talk
I guess it's just me being stupid, trying to reason about this without taking into account that established players play a completely different game and spooling up a fresh alt with jacked will and masonry solely for the purpose of fast traveling to a clay spot is a formality.
I do want to at least reiterate what was already said and support the snekkja change (maybe jorbtar will notice while skimming the thread, taking a dump). The idea of pulling out a complete, full, large ship out of the ass instantly is quite silly. It also makes sense to force players to build extra infrastructure if they want to exert some sort of control/pressure over an area. Could push tryhards into building and maintaining extra outposts for peacekeeping/bullying/reinforcements, which wouldn't be too far removed from real life. And - from my casual perspective - it sounds fun :)Dawidio123 wrote:i think the bigger issue is the ability for everyone to be basically present everywhere at once with a snekkja ready,
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Something should be done about fast travel ted talk
lol look at them goSnuggleSnail wrote:It is INSANE how often people suggest massive resource sinks, or insanely high effort projects be a prerequisite to participate in PVP as a way to make things better for casuals.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
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catgode
- Posts: 36
- Joined: Tue Sep 10, 2019 9:31 pm
- Location: Stonehut
Re: Something should be done about fast travel ted talk
you post videos of managig thousands of urns with barter stands, but setting up an alt with a study desk of rattle tattle talismans keeping up a bunch of shitter claims is a "massive resource sink" and "insanely high effort"SnuggleSnail wrote:lol look at them goSnuggleSnail wrote:It is INSANE how often people suggest massive resource sinks, or insanely high effort projects be a prerequisite to participate in PVP as a way to make things better for casuals.
just pop a locked snekkja near a thingwall in advance so it dries and hope the other factions doesnt try to bash it - if they do, you got a pvp encounter holy shit
its that easy and there are no faults in my logic
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Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Something should be done about fast travel ted talk
yea i mean as much as i dont care for pvp right now (the state of it is bad enough that only autistic vets will be able to really partake) im also not too sure about killing fast travel, and tbh i WANT pvp to be open and good too
most of my suggestions basically entirely ignore the core demographic of the game (stinky neets who spend 24/7 playing and are pvp gamers), but realistically i still side with them because well... if this game doesnt have that stuff it's not worth playing, and the game was in a state where that stuff was bad. i just kinda feel like if we only cater to them the death of this game is going to come even faster
the problem rlly is that the game is fundamentally designed wrong to support their vision. i made a ridiculously long post explaining an overall gameplan to turn the game into what it arguably can be.. basically, learn to embrace resetting worlds, and organize it around that reset.
if you want pvp in a healthy way that allows vets to consistently get their combat, forces players into the same regions, and also makes it less likely for hermits to get trampled: you make the world itself a bit of a progression system. everyone starts on the edges where quality is worse and a bit lower, committing crimes is hard and actually punishable- and as you get closer to the center of the world you come across more village-wide content (dungeons, meteors, etc) in places where the hearthlaw doesn't protect you - better quality in general as you settle closer to the center, until you reach a true no-mans lands where no claims can be settled but all the main benefits come from going there.
still think something like this is the utopia of hafen (maybe the other ideas not so much, just the first two points) but ded game is ded game so who cares lol
most of my suggestions basically entirely ignore the core demographic of the game (stinky neets who spend 24/7 playing and are pvp gamers), but realistically i still side with them because well... if this game doesnt have that stuff it's not worth playing, and the game was in a state where that stuff was bad. i just kinda feel like if we only cater to them the death of this game is going to come even faster
the problem rlly is that the game is fundamentally designed wrong to support their vision. i made a ridiculously long post explaining an overall gameplan to turn the game into what it arguably can be.. basically, learn to embrace resetting worlds, and organize it around that reset.
if you want pvp in a healthy way that allows vets to consistently get their combat, forces players into the same regions, and also makes it less likely for hermits to get trampled: you make the world itself a bit of a progression system. everyone starts on the edges where quality is worse and a bit lower, committing crimes is hard and actually punishable- and as you get closer to the center of the world you come across more village-wide content (dungeons, meteors, etc) in places where the hearthlaw doesn't protect you - better quality in general as you settle closer to the center, until you reach a true no-mans lands where no claims can be settled but all the main benefits come from going there.
still think something like this is the utopia of hafen (maybe the other ideas not so much, just the first two points) but ded game is ded game so who cares lol
Queen of a cold, dead land. Caretaker of the sprucecaps.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Something should be done about fast travel ted talk
Yes, your bad idea can and will mostly be circumvented by tryhards with great effort. The problem is the game is kindof boring when only mega tryhards get to do stuff. The need to even build snekkjas to track outlaws is bad. The need to have snekkjas everywhere preemptively would be worse.catgode wrote:
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
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Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: Something should be done about fast travel ted talk
I would also like to add that i would love to see a huge pangea world with minor islands/small continents (like actually small, smaller then this world ad/pawcio continent) around them, but those places should be in some way isolated from the world, it doesn't feel right to pick a remote location and it's actually 3-5 teleports away through island thingwalls from the main continent. inb4, you want to make islands bases even stronger than now, like who cares bro, people grief themselves enough already by settling on an island.
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Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Something should be done about fast travel ted talk
tbh i think continents and the big focus on sailing was a mistake, basically everything related to the deeper oceans has been kinda shit
Queen of a cold, dead land. Caretaker of the sprucecaps.
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catgode
- Posts: 36
- Joined: Tue Sep 10, 2019 9:31 pm
- Location: Stonehut
Re: Something should be done about fast travel ted talk
> Yes, your bad idea (...)SnuggleSnail wrote:Yes, your bad idea can and will mostly be circumvented by tryhards with great effort. The problem is the game is kindof boring when only mega tryhards get to do stuff. The need to even build snekkjas to track outlaws is bad. The need to have snekkjas everywhere preemptively would be worse.catgode wrote:
actually it's Shaki's bad idea, not mine, but it's fine
> (...)can and will mostly be circumvented by tryhards with great effort.
but it will have to be circumvented, and the effort put will be great, yes? then it does what it's supposed to do.
> The problem is the game is kindof boring when only mega tryhards get to do stuff.
do what stuff? shit out snekkjas near every thingwall to chase down some shitters their friend aggrod and started to lose to?
> The need to even build snekkjas to track outlaws is bad.
even if true, this is probably outside of the scope of this discussion, because that'd presumably involve changing more than 5 lines of code, which is a lot of work. but yeah, making life harder for outlaws could improve this and pvp as well, probably.

