Early game suggestion: Barley

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

Re: Early game suggestion: Barley

Postby overtyped » Sat Dec 12, 2015 11:55 pm

burgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).

High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...

How would you make cheese regional?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Early game suggestion: Barley

Postby _Gunnar » Sun Dec 13, 2015 12:24 am

burgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).

High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...


Interesting and as usual wish I had access to all that discussion, seems like this thread was not worth my time to type
Are ores regional? hadnt noticed that, but we did build on iron... :/

I agree strongly with this: "Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region). " which was why I posted this thread, essentially
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Re: Early game suggestion: Barley

Postby pedorlee » Sun Dec 13, 2015 12:44 am

_Gunnar wrote:Could you make it so that Barley WWW spawn everywhere? The regional thing is quite nice, since it requires you to travel and explore or trade, but I think for barley it is a little too frustrating, since it is so important, and I see a lot of people very confused by this.


Right. I got barley from trading after one million WWW pickups. Anyway I think this should be worst. I bet, as others have sayd before, in regional tradings. So yes, barley should be a popular and easy thing to get, while other more biome dependant seeds should be directly dependant on the area.
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Re: Early game suggestion: Barley

Postby burgingham » Sun Dec 13, 2015 6:58 am

overtyped wrote:
burgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).

High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...

How would you make cheese regional?


It would probably require a more macro region based map generator. I meant to write something on that too. Jorb has taken first steps towards this but the regions are still completely random in a sense and patchworky. Instead we would really need the cold north, mild regions in the south and that kind of stuff. Then you could base the cheese outcomes on the region you live in. Maybe wine and other things too.
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Re: Early game suggestion: Barley

Postby Ethan » Sun Dec 13, 2015 9:23 pm

burgingham wrote:
overtyped wrote:
burgingham wrote:I wrote some stuff about regionalization in general on the IP. The gyst is I want more of it, but it has to be dealt with carefully. Basically anything mandatory to advance properly shouldn't be regional (or there should be real alternatives for each region).

High end commodities need to be regionalized though to encourage trade. Regional cheese, high end curios and that kind of stuff. Making ores regional for example was kind of dumb too, because if you don't build on iron you are fucked. Resource nodes are the worst though, either you are close to that nice clay spot or you are not and then you are fucked again...

How would you make cheese regional?


It would probably require a more macro region based map generator. I meant to write something on that too. Jorb has taken first steps towards this but the regions are still completely random in a sense and patchworky. Instead we would really need the cold north, mild regions in the south and that kind of stuff. Then you could base the cheese outcomes on the region you live in. Maybe wine and other things too.


Beers... Lagers in the north, Summer ales in the south.

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