jorb wrote:I have to think that the fundamental reason the game isn't bigger lies in the minute-to-minute gameplay, rather than in implementational case details that only show up once under a blue moon. I've played every world ever, and only had a handful of hostile experiences with other players, of which even fewer resulted in my death.
I return to the relative staleness of the world. I think it's a problem that there isn't enough things going on in it for me to interact with, and be affected by, especially so after I get my walls up.
After the initial grinding for the steady amount of tools, food, and curios, and having a nice safe wall to stay behind, I found the best way to keep myself entertained late-game and late-world was through my own creativity. I began painting more, I began baking not for myself but for many others, I began making PAVED roads because I felt they were both aesthetically pleasing, and they give a sign towards civilization (but sadly almost useless due to the all powerful teleporting road signs).
If the world wasn't going to end, here's a small list of what I was thinking of doing:
- Creating the first 151 Pokemon in Paintings and sell them. (Collect them all!)
- Host a world-wide treasure hunt that any noob with a boat could participate in.
- Plant apple trees (and some wells) all over my local area to help encourage newbs to settle.
- Make a Grand Arena! I've seen a lot of villages have a small little area dedicated to fighting, but why not something HUGE, that can support multiple people fighting? With obstacles and all sorts of stuff?
- Try creating some player made games, such as hedgehog racing (like slug racing but with hedgehogs).
For me anyways, I like to think this is Haven and Hearths greatest strengths, allowing us to do almost ANYTHING, we just need the tools to do so. I think player creativity is one of the cores of the game.
That's not to say everything fun has to be player made, even late game I was still discovering some things (and collecting bad but rare curios). I found a Dryad, I encountered a Troll, I found a couple of the rare Chiming Bluebells, etc.
I would be even more encouraged to go out if there was MORE of the rare and elusive stuff to be found (even if they are basically useless like a Dryad, just so I can say I saw it). For example... an un-tamable Unicorn (rare as a Dryad, but can be hunted and killed for their horn and meat), gnomes/garden gnomes that teleport periodically across the world and has no other benefit other than being a nice piece of decoration similar to the rugs (should a lucky player actually find it and pick it up).
But some people want to stay behind their walls, such as the farmers and cooks. If food decayed over time (and preserves were introduced such as pickling and jars n what not to counter starvation of hermits), there might be more meals that would be eaten with others.
Crops circles could be introduced as a way to start a quest.
And just to throw 1 more idea your way: Fate can be turned into an Attribute that isn't gained by food, but instead by discovering the obscure. The name of this Attribute could be "Enlightenment" , which would be raised by finding local resources (so even if it's empty your Enlightenment would go up, making it worth to still make the journey), finding a Dryad, a Troll, maybe introduce Auroras as a random event in mountain regions.
- a couple of things can be done with an Enlightenment stat, either be tied with FATE, or maybe reduced cost for Hearth Magic?
- maybe have the stat be invisible?
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean