Buckwheat

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

Re: Buckwheat

Postby shubla » Sat Mar 26, 2022 12:43 pm

Haven & Hearth is a MMORPG (Massive Multiplayer Online Roleplaying Game) set in a fictional world loosely inspired by Slavic and Germanic myth and legend.

Everyone with even the most basic knowledge of Slavic culture knows that buckwheat is very important.
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Re: Buckwheat

Postby Zentetsuken » Sat Mar 26, 2022 1:27 pm

buckwheat is a great idea but until jorb and loftar get an angel investor to cover their living expenses while they create their masterpiece, they'll have to restrict themselves to short working schedules. Such is a fact of life. I'd love to live in a utopian society where we can all pursue our dreams*, but we don't, and our overlords demand of us a certain amount of labor a week to maintain sustenance and shelter. Everyone has to make their own decisions on how to best fulfill their lives. Sometimes that's making a grand work of art, other times that's having family or career.

I think that ideas should be in the realm of practical. I don't know how jorb and loftar's thoughts have changed over the years on working with a team on Haven, but it's always been "their project." It's not the first and not going to be the last indie game like this. I think ideas should respect such decisions--if there isn't a desire to expand the team, then ideas should reflect that value and be supportive of it.

I don't want to discourage anyone's ideas. Sometimes the greatest spark for inspiration can come from the strangest places. Some folks, me being one of them, holds themselves back for "what's practical." Others can aim for the stars and be happy when they just get ahead a few steps.



*not... this is what got us some of the worst societal systems. Capitalism, much like democracy, sucks for creating stable, peaceful societies, but there isn't a better system currently in existence that still allows the level of freedom to pursue one's dreams.
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Re: Buckwheat

Postby ZamAlex » Sat Mar 26, 2022 1:36 pm

shubla wrote:
Haven & Hearth is a MMORPG (Massive Multiplayer Online Roleplaying Game) set in a fictional world loosely inspired by Slavic and Germanic myth and legend.

Everyone with even the most basic knowledge of Slavic culture knows that buckwheat is very important.

May be you are right, but for game it not very important. I think there is no need to explain why people are indignant at the request to add a million unimportant things to the game. Throw away realism, and try to evaluate the effort expended by the players(and devs development time) and what they will get from it. I'll give you a hint - the new grain plants of the millet level are unlikely to significantly improve the gameplay. That is why people like the change that increases the quality of life in the game, and do not like the change that allows you to build colorful rams.

Zentetsuken wrote:buckwheat is a great idea but until jorb and loftar get an angel investor to cover their living expenses while they create their masterpiece, they'll have to restrict themselves to short working schedules. Such is a fact of life. I'd love to live in a utopian society where we can all pursue our dreams*, but we don't, and our overlords demand of us a certain amount of labor a week to maintain sustenance and shelter. Everyone has to make their own decisions on how to best fulfill their lives. Sometimes that's making a grand work of art, other times that's having family or career.

I think that ideas should be in the realm of practical. I don't know how jorb and loftar's thoughts have changed over the years on working with a team on Haven, but it's always been "their project." It's not the first and not going to be the last indie game like this. I think ideas should respect such decisions--if there isn't a desire to expand the team, then ideas should reflect that value and be supportive of it.

I don't want to discourage anyone's ideas. Sometimes the greatest spark for inspiration can come from the strangest places. Some folks, me being one of them, holds themselves back for "what's practical." Others can aim for the stars and be happy when they just get ahead a few steps.



*not... this is what got us some of the worst societal systems. Capitalism, much like democracy, sucks for creating stable, peaceful societies, but there isn't a better system currently in existence that still allows the level of freedom to pursue one's dreams.
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Re: Buckwheat

Postby MadNomad » Sat Mar 26, 2022 1:40 pm

ZamAlex wrote:try to evaluate the effort expended by the players(and devs development time) and what they will get from it.


we would get more food combinations from it

is finding a combination that suits someones needs better than something else not a good thing? like getting different FEPs?
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Re: Buckwheat

Postby Halbertz » Sat Mar 26, 2022 1:44 pm

MadNomad wrote:
ZamAlex wrote:ry to evaluate the effort expended by the players(and devs development time) and what they will get from it.

is finding a combination that suits someones needs better than something else not a good thing?

It's not. We already have 999999 useless recipes. Or not entirely useless but supper annoying like pelican's stuff.
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Re: Buckwheat

Postby ZamAlex » Sat Mar 26, 2022 1:49 pm

Halbertz wrote:
MadNomad wrote:
ZamAlex wrote:ry to evaluate the effort expended by the players(and devs development time) and what they will get from it.

is finding a combination that suits someones needs better than something else not a good thing?

It's not. We already have 999999 useless recipes. Or not entirely useless but supper annoying like pelican's stuff.

And that just adds another level of difficulty, not expands the cook's gameplay.
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Re: Buckwheat

Postby shubla » Sat Mar 26, 2022 6:10 pm

Not everybody plays the game by minmaxing everything, new crop and recipes would bring more depth to the game, and I'd assume that adding a new crop like this is quite simple.
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Re: Buckwheat

Postby Zentetsuken » Sat Mar 26, 2022 6:15 pm

Remove grains completely.
Easy and quick fix to devs wasting too much time on something that is impossible to implement in a fair way.
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Re: Buckwheat

Postby DonVelD » Sat Mar 26, 2022 6:16 pm

lets add every type of crop that there is, and every one of them will give a different wound, what if we were able to build with them so they could be a new variable material?! maybe they should be crucial for sieging and defending!!!!
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Re: Buckwheat

Postby shubla » Sat Mar 26, 2022 6:22 pm

I'm not sure if I have something against having like 100 crops? Then you could pick which ones you want to do. With variable recipes that accept "any vegetable" "any flour" etc. something like this is not out of reach.
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