Unknown World(Endgame content for world 11)

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

Unknown World(Endgame content for world 11)

Postby dafels » Sat Nov 04, 2017 7:24 pm

Hearthlings should not hit a invisible border as we do right now.. there should be a world with almost no border. Instead to what we have now, once going past the "border", the hearthlings would enter a much dangerous world, it should give the hearthling a warning of dangers of these unknown lands once they transit into it.... These lands would have its own special biome types, different river/lake systems, different flora and fauna in general. The dangers of this world would come with its own really great benefits for the hearthling. It is kind of higher risk, higher reward area.

It should be definitely possible to live in such lands, but it will come with really harsh lifestyle if you do decide to live there. It would encourage late game team play, people could go on dangerous trips to the deepest point of this world, possibly even making camps on the way and camping. Or even dangerous solo trips if one feels so brave, high risk high reward bro... It would definitely give the game so much endgame content and possibilities to add way more endgame content on the base of this idea.
Underground of this world would apply the same rules.


Advantages for the hearthlings:
Better curiosities
Rare and really good foregables(gildings that you gild on armour or weapons, special curiosities)
Better animal qualities
Rare and strong animals to hunt
Hunted animals giving much more stuff
Better natural resources
Better localized resource qualities
Crafting quality buffs the deeper you are in these lands (???)
....????

Cons for the hearthling:
No porting to HF on KO(permadeath)
No porting to HF at all
All animals being stronger than in the normal world
No logout(Like being on outlaw all the time on these lands)
No village claims allowed(?)
No kingdom claims allowed(?)
MUCH higher pclaim upkeep
No roads allowed to be built or really fast road decay and high upkeep
Unconnected rivers and lakes, so people would be required to face the dangers instead of fast knarr trip through these lands...
All work that requires stamina should drain 2-3x more stamina than usual.
Faster decay

It would be definletly spooky to play on such lands and might require a new world, for the special biomes generation.

Little illustration:
Image

To be updated....
Last edited by dafels on Sat Nov 04, 2017 11:54 pm, edited 2 times in total.
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby replikant8 » Sat Nov 04, 2017 7:45 pm

In my opinion the idea is good, but I don't think the area shouldn't be that big. Some great localized resources could appear there, including ageless ice, especially beacuse you wouldn't be able to place village claim (much more intensive battle for resources). The problem is everyone will want to have base at the border with dangerous land and the center would much more remote.
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby svino » Sat Nov 04, 2017 7:46 pm

it would take a lot of time and effort for j&l to make it probably but i like the idea
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby Ozzy123 » Sat Nov 04, 2017 7:46 pm

imo the area should be way way way way smaller to force more interactions
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby razfen » Sat Nov 04, 2017 7:49 pm

It'll be trivialized after 3 months due to infinite progression, but i still like the idea.
Wouldn't it be better to have this unknown land in the middle of the map instead? Like on a giant continent or something?
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby dafels » Sat Nov 04, 2017 8:29 pm

Placing such area in middle would really make travelling much more difficult.... it is way better to have it outside of the main world, so it doesn't "force" you to go in such a danger zone if you want to travel to the other side...
the illustration was just for the concept, so people could grasp the idea, don't have to take the size literally hehe, other than that I agree it shouldn't be THAT big.
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby azrid » Sat Nov 04, 2017 8:49 pm

Sounds good but make north side of map this hard mode biome and south side of map regular as we have now.
And keep current map size.
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby Ozzy123 » Sat Nov 04, 2017 11:21 pm

maybe it would be nice if a village could build some kind of expensive realmgate that would let them enter the other side or something :roll:
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby Gensokyo » Sat Nov 04, 2017 11:37 pm

I love everything about the idea except
All work that requires stamina should drain 2-3x more stamina than usual.
which sort of doesn't make sense and serves as nothing but a method to force people into shitting up their hunger even more, at which point you could just screw around with tableware efficiency.

But yeah, otherwise it sort of captures the only reason I played Salem: SPOOKY FAR AWAY BIOME
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Re: Unknown World(ENDGAME CONTENT FOR WORLD 11)

Postby Amanda44 » Sat Nov 04, 2017 11:58 pm

I think it's a great idea Davis! I'd be tempted to just pop my head over the edge, lol, but for end game players it would bring a lot of interest I'm sure and encouragement for growth and team work for others.

I'm not sure about;
No porting to HF at all

But can agree with the no porting to hf on KO and permadeath aspect as it fits with a much harsher environment. I think you should stick with the no village claims, and I would even say pclaims, as with all the increased quality and rarer items it would simply spoil it if it all became inaccessible.
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