Beaver dams are sea mines

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Beaver dams are sea mines

Postby bananenmarmelade » Mon Mar 25, 2019 11:12 am

Recently encountered a beaver dam. Made a note on the map for future reference. So far so good. Accidently right clicked the thing while on boat. That was my end.

As usual a lot of beavers were lured to the entrance by previous unprudent players. I somehow got stuck under/between my boat (and something else?). Could not lift it. Could not move. The beavers were moving in, the last dims of light entering the dam being reflected on their horrible teeth. They have already taken the brigde on the second hall. I cannot get out. I hear drums sounding in the deep (check the material requirements for drums and sticks - it makes sense). They were coming.

All fun aside this is pretty frustrating. I was koed 3 times before dying, but I could somehow not lift my boat. I am aware that hotkeys defined for lifting may be overwritten if in combat, and i tried to keep my cool, but i just could not get free (also not with lift via adventure menu). I understand that not being able to port out of the dungeons adds some flair to them, but already in the last world i had my most frustrating moment when being stuck at a cliff in a bat dungeon (viewtopic.php?f=42&t=62200&p=789495#p789495). Where ,by the way, I later found two rather new players who were also stuck there but whom I could luckly help out when freeing myself. So this seems to not only happen to me. I think the not porting rule should be revisited. As I see it mainly two kinds of players enter the beaver dams (or dungeons in general): those who encounter the first critter and flee and those who walk in and storm of swords everthing gandalf-style. To neither game experience the not porting rule contributes a lot. It, however, creates a lot of silly moments. Alternatively one could also consider to make the entrance room of a dungeon a no-go zone for critters. However, this would probably create a lot of exploits for killing critters in the dungeon.

Another thing (sorry about all the whining). Because all the above happened to the character freshly inherting my main. Which died in some deep water fishin experiment. I will spare you the Jaws and the big blue references and just mention, that it would maybe make more sense if boats would take damage while moving through deep ocean instead of standing in them. Fishing in the deep ocean (which may well be part of the tier 1 credo fisherman) is quite dangerous otherwise. Since the textures do not really differ it is very hard to see, if you are in the deep ocean when trying to fish at the boundary. If you move in a bit too much and do not pay attention to the health of your boat very closely you just die.
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Re: Beaver dams are sea mines

Postby Embers » Mon Mar 25, 2019 11:18 am

You entered a dungeon, while on a boat. You got teleported inside. You were still in the boat but it was on the ground. You had 2 choices:
-CTRL click to get out of boat, lift it up and tp back outside
-destroy your boat and swim away

It seems like you just panicked, happens to all of us, rip
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Re: Beaver dams are sea mines

Postby ErdTod » Mon Mar 25, 2019 11:19 am

Making entrance room teleportable would be fine I guess, or some area around the entrance object in that room (like minehole radius)...
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Re: Beaver dams are sea mines

Postby Sevenless » Mon Mar 25, 2019 12:47 pm

I feel like the issue here isn't TPing from the dungeon, but the fact that it let you sail into an area that was completely dry and screwed up your boat. We can fix that:

Image

It's perfectly within reason to suggest that beaver dam entrance rooms have a "doorway" that lets out into a pool of water. It would solve this issue and a lot of the whole "swimming out of the beaver dungeon into boats" which feels wonky anyway.
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Re: Beaver dams are sea mines

Postby bananenmarmelade » Mon Mar 25, 2019 12:50 pm

Embers wrote:You entered a dungeon, while on a boat. You got teleported inside. You were still in the boat but it was on the ground. You had 2 choices:
-CTRL click to get out of boat, lift it up and tp back outside
-destroy your boat and swim away

It seems like you just panicked, happens to all of us, rip


That is probably what happened. Damnit! But I still think my argument stands. Also concerning the being trapped thing and the noob-friendliness as a whole.

Also flooding the entrance seems reasonable to at least prevent sudden death. Although it would not solve the egt stuck probelm.
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Re: Beaver dams are sea mines

Postby Necroliter » Mon Mar 25, 2019 3:37 pm

Flooding the entrance will screw hard anyone trying to escape and screw even harder anyone entering the room with bunch of beavers in it, cause they move much faster in water. Your big boat with huge collision box will be surrounded and stuck faster than your screen even loads.
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Re: Beaver dams are sea mines

Postby Sevenless » Mon Mar 25, 2019 4:12 pm

Necroliter wrote:Flooding the entrance will screw hard anyone trying to escape and screw even harder anyone entering the room with bunch of beavers in it, cause they move much faster in water. Your big boat with huge collision box will be surrounded and stuck faster than your screen even loads.


Mmm fair point. But at the same time beavers flooding into the first room where you can get load lag as they wail on you is definitely a problem as well. I kinda feel like maybe both need to be solved somehow.
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Re: Beaver dams are sea mines

Postby Kaios » Mon Mar 25, 2019 4:34 pm

Arguably it is stupid that you can enter and are immediately bombarded by enemies whether it be bats, beavers, ants, etc. and I realize this can be caused by fleeing players that drag mobs to the entrance but I still don’t see how that ends up being fair for anyone else who happens to come across the dungeon.

You can hold shift + right click to view inside the dungeon before you enter so you pre-load the room and won’t be stuck facing a black screen but not everyone is going to remember or know to do that and either way you lose out on time to help the first person with mobs after they enter because each player going in either pre-loads or enters to black screen. Even just loading for a few seconds has a HUGE impact on the beginning of the fight.
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Re: Beaver dams are sea mines

Postby Granger » Mon Mar 25, 2019 7:49 pm

Kaios wrote:Arguably it is stupid that you can enter and are immediately bombarded by enemies whether it be bats, beavers, ants, etc. and I realize this can be caused by fleeing players that drag mobs to the entrance
Which could simply retreat back to where they spanwed when they drop combat.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Beaver dams are sea mines

Postby MagicManICT » Mon Mar 25, 2019 7:52 pm

Granger wrote:
Kaios wrote:Arguably it is stupid that you can enter and are immediately bombarded by enemies whether it be bats, beavers, ants, etc. and I realize this can be caused by fleeing players that drag mobs to the entrance
Which could simply retreat back to where they spanwed when they drop combat.

Easy solution for this is to get a buffer time on logging in or changing instances until a player acts or x time, and make sure the client is loaded before starting the timer. It is the solution literally every other game takes.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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