Author | Travel time |
First a note to mods. This thread is only for current public opinion, if I want to put it in "Ideas and suggestions" I will.
Now I was wondering, how does the largeness of travel time benefit the admins/owners of the game in any way? If no reason, then how do these travel times help us? (Of course apart from the newly implemented mounts that are now a new money drainer) |
If there was no travel time, people would not get ambushed. |
for DragonEater:
Not quite, I'm sure it's possible to make the same probability of being ambushed for 1 second travel as 120 seconds travel. |
No lags, people can make a living with traveling, making facilities on different location a scene and so on. |
It also reduces server load.
It performs vital facility game mechanic functions such as:
-requires players to enroll at different facilities
-prevents players from selling resources to all facilities at the same time
-prevents players from buying at all the facilities at the same time |
Mounts are mostly usefull during events,
for the rest it can be good for estate owners or people that like to stay in places with low wages / no available enrolling spots.
Or for example if you like to fight the dragonguards in Ridge of Hope, then you still need to enroll, so with a mount you can do that much easier. |
Not quite, I'm sure it's possible to make the same probability of being ambushed for 1 second travel as 120 seconds travel.
Between lagging (server and client computers) and the reduced travel times then ambush wait times would increase many times. A reduction from 120 secs to 1 sec travel would increase ambush wait times by more than 100 fold. |
it s based on the original game HoMM V... Moving on map with turn. timer or seeing a horse moving in the same speed, it almost the same! but why this amount of time. I think, you should ask the admins directly. |
A reduction from 120 secs to 1 sec travel would increase ambush wait times by more than 100 fold.
Explain how exactly? (If same probability per travel?)
Maybe I didnt say it well enough, I mean basically, say I travel from location Y to X, there is a total N% probability that I get ambushed. This N% could also be implemented for 1 second travel time (theoretically) |
The total N% probability you get ambushed per travel can only stay constant (even if you changed the travel time) if the game didn't rely on a secondary party. Everything was between just you and the AI, then the game could set N% for you to be ambushed or to ambush regardless of the time, but the game relies on other players.
For example you travel for 1 secs during a period of 1 min and a thief is ambushing for also 1 secs during a period of 1min. There are only you 2 players online and there is only 1 route, and you 2 are the same combat level. Assuming no lag and the game checks for ambush once every second (both of which is not true)there is only ~1.6% chance your 1 second traveling would match the thief's ambushing time. If instead your travel time is 30 secs, then there would be a 50% chance for thief and traveler to meet.
Of course there are many routes, combat levels, travelers, and thieves. And the math is way complicated than my above simplified example. So reality isn't linear like the example. |
for Pantheon:
Oh I thought the game worked a little differently. Maybe then 30secs would make more sense (Press destination, game checks ambushes etc, fancy math done ).
The other thing you seem to imply is that thief ambush while travelling? I thought they just sit there and wait for ages. |
for Nav_lfc:
I was referring to both the traveler and thief. Thieves can't ambush without travelers and travelers can't be ambushed (disregarding events and brigands) without thieves.
For the 2 parties to meet you can't really reduce ambush time and traveling time to 1 sec. This is kind of like multiplication where it relies on both parties.
For example:
1x1 = 1
2x2 = 4
1x10 = 10
10x1 = 10
10x10 = 100
If both times are low, then nothing happens. If only one time is high, then nothing happens. Results occur when both times are high.
If thieves wait for ages and no one is traveling, then nothing happens. If travelers travel forever but no one is ambushing, then nothing happens.
(Press destination, game checks ambushes etc, fancy math done ).
Game doesn't check ambushes only once per travel or per ambush wait. It checks it many times, which is why the amount of time for traveling and ambush waiting matter. |
I don't think my answer is off-topic but I don't think anyone is going to remove the traveling time even if it was posted in suggestions forums. The whole server economy system would change dramatically.
About the thief thing, since it's the most relative to what might happen when traveling, reducing the travel time would (regardless the rest probability and conditions demanded you guys mentioned before) result in completely impossible the fact that a thief will ambush two players at the same combat (I don't know if this still happens, but if it still happens, then ... heh ... we should forget it along with the traveling time in this case :D) |
for Hallion91:
It'll still be possible, but like my above example calculations show the probability would go down to almost nil if any single factor was significantly altered.
If anything admins might actually increase travel times since the mounts are too fast especially the drake. It'll increase demand for the mounts. Plus one of the bottlenecks to thieving is lack of traveling especially at higher lvls. |
So a thief 'ambush' is really the guy travelling hoping that he's find someone on the way to beat up? I thought they just sit there and wait for ages. |
for Pantheon:
Yeah it would be possible, but the probability of a double hunt to happen tends significantly to zero ... it would be more probable to win the joker. I just wanted to give emphassis |
*lol I meant double AMBUSH |