Fix these. No, really though.

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Re: Fix these. No, really though.

Postby SnuggleSnail » Sat May 17, 2025 8:20 pm

Not to do a cacophony, but I feel like the issue with gathering moves is a bit misidentified. Getting combat moves is time gated, random, and very impactful. There's a good chance you low roll which moves you get and be locked out of early PVP/hunting. The novelty of running weird decks with bad moves early is kinda cool, imo, but something like zigzag is too important to be something you can just be too unlucky to get for like 3 days.

A better compromise here could be to let lv1 moves be grinded out without a timer/cooldown, so unlucky people don't have to wait like 8 hours before trying again.


big+1 to credos having a static quantity of quests required per level. It's something I think is pretty universally wanted that would only have positive impacts. People effectively circumvent the current scaling by just selectively getting credos on alts RN anyway.

Nobody is happy feeling obligated to do forager first/fisher second when it'd be faster overall to do fisher fist/forager second, but forager is so important that doing it first is kindof an obligation. It's a rly unfun to metagame the order in which you do credos based on how hard they are.
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Re: Fix these. No, really though.

Postby Nightdawg » Sun May 18, 2025 2:50 pm

SnuggleSnail wrote:Getting combat moves is time gated, random, and very impactful.


Honestly, also huge emphasis on RANDOM, which makes it twice as annoying.
RNG is such a dogshit mechanic that ruins so many things in video games if done wrong, and most of the time it's done wrong.
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Re: Fix these. No, really though.

Postby vatas » Sun May 25, 2025 8:32 am

Nightdawg wrote:
SnuggleSnail wrote:Getting combat moves is time gated, random, and very impactful.


Honestly, also huge emphasis on RANDOM, which makes it twice as annoying.
RNG is such a dogshit mechanic that ruins so many things in video games if done wrong, and most of the time it's done wrong.

One thing I'd like to point out that this opens up the avenue of complaining that the enemy player/faction only won because they had better combat move discovery RNG. Whether that's exactly true or not.

One personal fault of mine is that when I lose in DOTA2, it must be because the enemy team has a smurf. Do smurfs in DOTA2 exist? Absolutely. Are they in every single game? (or even in the 50% or so games that I lose) Probably not.
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Re: Fix these. No, really though.

Postby Nightdawg » Sun May 25, 2025 2:35 pm

vatas wrote:One thing I'd like to point out that this opens up the avenue of complaining that the enemy player/faction only won because they had better combat move discovery RNG. Whether that's exactly true or not.

One personal fault of mine is that when I lose in DOTA2, it must be because the enemy team has a smurf. Do smurfs in DOTA2 exist? Absolutely. Are they in every single game? (or even in the 50% or so games that I lose) Probably not.


In DOTA you don't have RNG that determines if creeps give you 1 gold or 900 gold.
Yes, in that scenario you could kill 900 more creeps after your enemy only had to kill 5, but tell me that ain't some bullshit.

Also this happened in the past, people lost fights cause not everybody had zigzag early game, and even the winners admitted it, but they couldn't do anything about it.
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Re: Fix these. No, really though.

Postby MaltGrain » Sun May 25, 2025 2:38 pm

New player here so pinch the salt and all that;

Crest wrote:2. No basic red defense in the starter deck
4. Combat move bloat
Too many combat moves. Most of them are trash. Is anybody going to be sad that Haymaker and Watch Its Moves are gone?

I quite like the state of combat, disregarding UI complaints. The range of 'useless' moves allows newbies to learn what works and what doesn't, but most importantly why which is key to learning. Beside that there's a cool roleplay effect in that the moves you learn inform your character development. When you finally get that IP generating move (whatever it is) you're glad you can finally start Kicking the shit out of things and actually utilise that that damage cooldown ratio.
Image

You might be suprised to learn, for example, that Left Hook is more powerful than Punch, contrary to many combat guides. Punch may be quicker to build openings but Left Hook caps out higher and is far better to use if you're in a long fight soaking damage with armour - yes that's right, if you play the game sans cheese the system starts to make more sense. This goes for Haymaker and other 'useless' unarmed skills, too. I'm talking UA PVE by the way, didn't get much use out of weapons.

Maybe if there were drawbacks to the most commonly used combat moves, that the 'useless' ones could take advantage of?

Crest wrote:5. Adding new things then but then half assing them.
Bit of a broad one here but things like oceans, seasons (looking at winter specifically) and volcanos.

Devils advocate; you complain about winter specifically (presumably that it grinds gameplay to a halt), then you ask for season dependant gameplay loops.
During winter you're offered a huge degree of exploration with he freezing of rivers and bonuses to movement speed. Apparently few people appreciate this.

What might be some cool effects for the remaining seasons or biomes?

Crest wrote:3. Forager Credo (and Bunny Slippers)
Why am I forced to take this immediately if I want to travel outside? People have given a ton of great alternatives yet world after world we still need to rush this shit. I hate being pigeonholed into this early game checklist of things I basically have no choice but to get done before anything else I'd rather be doing.
>Remove and replace the speed bonus when chasing small animals bonus from the forager credo
>Make that same bonus into a skill


Bunny slipper/forager skill doesn't actually solve the problem in your rhetoric, it's still locked behind an arbitrary requirement. Perhaps just remove the movement speed bonuses entirely, reduce stamina consumption while chasing instead - or expand the range of slippers so it's not a one hit requirement, rather a literal bonus if you happen to cross the right creature for what you're wearing (Switching shoes temporarily debuffs movement speed to discourage auto-scripts).
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