Other > Suggestions

Travelling Speed - new solution of old problem

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Badger:

--- Quote from: avv on May 05, 2011, 01:03:52 PM ---It's not the travelling speed, it's the encounters. When a player wants to get somewhere, he will simply skip all encounters the way he can so it doesn't matter whether they exist or not at this point.

--- End quote ---

Most definitely. Even if they were made interesting, relevant to specific areas, interactive - if you were busy doing something else, they'd still be nuisances. I don't know how you fix that, short of removing encounters. But I don't necessarily think that would be an improvement.

Crazy:

--- Quote from: Badger on May 05, 2011, 09:58:56 PM ---Most definitely. Even if they were made interesting, relevant to specific areas, interactive - if you were busy doing something else, they'd still be nuisances. I don't know how you fix that, short of removing encounters. But I don't necessarily think that would be an improvement.

--- End quote ---

Simply reduce their chances to happen.

Badger:

--- Quote from: Crazy on May 05, 2011, 10:00:22 PM ---Simply reduce their chances to happen.

--- End quote ---

I guess, but it's the same problem, just less of it. I guess if there was a massively reduced encounter rate combined with interesting encounters, they wouldn't be a problem. But making encounters interesting is a whole mess of work in itself.

avv:

--- Quote from: Badger on May 05, 2011, 09:58:56 PM ---Most definitely. Even if they were made interesting, relevant to specific areas, interactive - if you were busy doing something else, they'd still be nuisances. I don't know how you fix that, short of removing encounters. But I don't necessarily think that would be an improvement.

--- End quote ---

Make the worldmap travelling consume something else than time. For example water. Instead of spending your time travelling, you spend some time gathering some water and then less time travelling. Cars and caravan carts already work like that. It's just getting that water needs to be quick and easy. If someone didn't have water, normal travelling would be applied.

However this just won't work yet since each town has little activity and the need to travel is great, especially for single char. If travelling got a requirement, players would make more town-alts and haul bigger sets of items per travel. In addition it would hurt encounter hunting aswell, since the current way requires to plane back and forth a set of squares.

abegade:
They could just add a checkbox to auto skip all the encounters if the OD check goes right. This would drastically reduce travelling time, without touching travel speed.

I never tried a char with 300 OD, but if he runs more than a car, well that's pure bullshit. I appreciated the changes and even if at beginning i wanted to kill myself, the slow speed made me get my first cockroach after 3 days and now i got 4 cars parked in my tent... so the devs goal was achieved imho.

Fact is that imagining a guy carrying 9 people on his back and running like a rabbit with his ass on fire is kinda weird, it's way more logical that an entire group will be way more slower than a single player. So i vote yes for Jov's proposal.

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