Long Term Development Goals

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

Re: Long Term Development Goals

Postby Garfy » Tue Mar 15, 2016 5:14 pm

basuranephilim wrote:As for Garfy's post:
I think it will make hermitting and trading resources even more unviable.
To repeat myself: If you're stuck in the same biome as a hermit, with a village, you can not offer that village anything they don't already have, or have in better quality. (same as current situation)
The only thing this would lead to, is people having to travel LONG distance, towards other biome's or villages, to get mandatory resources that don't appear in their own.
That, or the border territory of important biomes would become hotspots for bases / conflict.

Could you please shed your vision on the problems I see with your suggestion?


You're right in that if you are a hermit living near a village you might have little to offer them. This is no different from the game right now. But you will have something to offer other nearby hermits and villages further away. Additionally, depending on the size of the village and how much specialization offers (4 tiers with 4 specializations each is 256 unique builds, most villages aren't making that many alts) you may actually have something to offer these villages.

As for long distance travel. If I live in the desert and have rare and exotic spices you've never seen before, it may make it worthwhile to travel those distances just to trade with me. Hell, maybe even add some form of limited terraforming to the game so players can alter the world and build trade routes for easier travelling. Something that is a long term goal but cannot be fucked up in a day by a griefer.

People claiming important biomes should also not be a major issue. The idea is they're not biomes, they are regions. Imagine a region being 10-20x the size of a mountain or bigger, and having it's own unique biomes. No one player or village can claim ownership of this. Borders could also be blurred by a region this big, the closer you are to the center of it, the more of it's unique resources you'll find, while at the edges you find less (but also stuff from other regions).

Also, though you could travel somewhere and gain access to it's resources, what I'm suggesting is each region has it's own tech tree essentially. Right now you don't go out foraging for steel. Just like you wouldn't go to the desert and forage for spices. You'd have to set up camp here and progress towards these things over time.
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Re: Long Term Development Goals

Postby Amanda44 » Tue Mar 15, 2016 7:10 pm

Just to point out, I trade every world, I have no issues with having things I can trade with or that ppl want, including the bigger groups/factions, so am not sure what you are talking about in that regard tbh. I also socialize ...
The issues with trading from W8 have been the distances without an easy or safe form of travel, your ideas just compound that and then try to force people to do it by taking away the ability to gather resources close to home.

As I said earlier, you are just limiting players not alleviating the issues.


@ basuranephilim -
Generalize - to make a general statement or form a general opinion; especially : to state an opinion about a larger group.

I don't like it, I asked you to pls not do it ... feel free to ignore me though and generalize away ... :P
Last edited by Amanda44 on Tue Mar 15, 2016 7:28 pm, edited 1 time in total.
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Re: Long Term Development Goals

Postby The_Lich_King » Tue Mar 15, 2016 7:24 pm

Garfy wrote:
basuranephilim wrote:As for Garfy's post:
I think it will make hermitting and trading resources even more unviable.
To repeat myself: If you're stuck in the same biome as a hermit, with a village, you can not offer that village anything they don't already have, or have in better quality. (same as current situation)
The only thing this would lead to, is people having to travel LONG distance, towards other biome's or villages, to get mandatory resources that don't appear in their own.
That, or the border territory of important biomes would become hotspots for bases / conflict.

Could you please shed your vision on the problems I see with your suggestion?


You're right in that if you are a hermit living near a village you might have little to offer them. This is no different from the game right now. But you will have something to offer other nearby hermits and villages further away. Additionally, depending on the size of the village and how much specialization offers (4 tiers with 4 specializations each is 256 unique builds, most villages aren't making that many alts) you may actually have something to offer these villages.

As for long distance travel. If I live in the desert and have rare and exotic spices you've never seen before, it may make it worthwhile to travel those distances just to trade with me. Hell, maybe even add some form of limited terraforming to the game so players can alter the world and build trade routes for easier travelling. Something that is a long term goal but cannot be fucked up in a day by a griefer.

People claiming important biomes should also not be a major issue. The idea is they're not biomes, they are regions. Imagine a region being 10-20x the size of a mountain or bigger, and having it's own unique biomes. No one player or village can claim ownership of this. Borders could also be blurred by a region this big, the closer you are to the center of it, the more of it's unique resources you'll find, while at the edges you find less (but also stuff from other regions).

Also, though you could travel somewhere and gain access to it's resources, what I'm suggesting is each region has it's own tech tree essentially. Right now you don't go out foraging for steel. Just like you wouldn't go to the desert and forage for spices. You'd have to set up camp here and progress towards these things over time.


This specialization is a stupid idea. Why because lets talk about this in terms of PVP. Right now hermits are prayed upon heavily but still have a chance of surviving an encounter because they still have means to defend themselves at least. But lets say a hermit wanted to specialize in something that wasn't a weapon skill. Then he would have no means of getting a weapon and even a random person who started the game 2 days ago could kill him. I mean if i were a pvper i would just go around killing every hermit i see for their resources rather than jsut trade. One of the things that stops me from doing that right now is that hermits can still make weapons and be adequate at combat. Seriously this idea is so stupid cuz it just makes things easier for pvp factions to pray on people. Plus it would be painfully frustrating to have to travel across the map to get mandatory resources, And you keep acting like people would trade for those resources rather than travel but honestly they won't. Even if i had to travel an hour to get something i would still rather do that than scope out a random spruce cap to trade with.
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