Dynamism

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Dynamism

Postby pedorlee » Thu Dec 17, 2015 3:51 pm

Since you need to be in direct contact with the items needed to craft there is a big time loose in the process.
People do apreciate their time and crafting time its a sink of time(soz) and distribution.
Why not accelerating this by having direct contact with all your stuff? Database could be answering with the whole amount of items owned in the claimed area, avoiding the possibility of using it by a "common sense" distance to avoid mechanical abuses while beeing raided.
This could reduce the amount of time spended transporting items after crafting, harvesting or foraging and giving more time to the people to focus on other things like rising a pvp char and so.
This could lead to people abandoning walls easily once they can focus on rising pvp chars.
Everybody likes crafting, but this means lot of less time outside in the actual system.

This needs more thinking, of course.
User avatar
pedorlee
 
Posts: 1321
Joined: Sat Feb 04, 2012 10:36 pm

Re: Dynamism

Postby Tamalak » Thu Dec 17, 2015 3:58 pm

Part of what's cool about this game is that villages look busy and have some organization. This would turn all villages into big soulless stockpiles with a wall.

Yes, gathering all the components for crafting is an annoying chore. But if you think about it, the entire game is a collection of annoying chores. If you strip them out you'll have nothing left.
Tamalak
 
Posts: 879
Joined: Sun Feb 20, 2011 12:31 am

Re: Dynamism

Postby pedorlee » Thu Dec 17, 2015 4:30 pm

Tamalak wrote:Part of what's cool about this game is that villages look busy and have some organization. This would turn all villages into big soulless stockpiles with a wall.

Yes, gathering all the components for crafting is an annoying chore. But if you think about it, the entire game is a collection of annoying chores. If you strip them out you'll have nothing left.


Do you really prefer crowded villages with mindless walking around instead of going out and finding some interaction?
I don't.

Also It's not mindlessly stockpiling if its well thinked and coded, it would be the same but with the half of time spended on it.

Also death penalties by the actual permadeath system would feel lees painfull and people could rebuild faster and leave the game less regularly.

This could be done by adding id's to cupboards, for example.
User avatar
pedorlee
 
Posts: 1321
Joined: Sat Feb 04, 2012 10:36 pm


Return to Critique & Ideas

Who is online

Users browsing this forum: No registered users and 207 guests