Dark Forest

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

Re: Dark Forest

Postby GamingRAM » Mon Mar 22, 2021 8:40 pm

I'm for more dangerous above ground biomes personally.

All the forests in the game are pretty much the same aside from 1 or 2 different foragables. Pretty much the only above ground biome that's dangerous are the mountains.
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Re: Dark Forest

Postby azrid » Mon Mar 22, 2021 9:09 pm

loftar wrote:I don't mind the general idea, but I'd rather it be more akin, in some manner, to the old concept of the Civilization rating from Legacy, where the civilization rating is independent of the biome (though I guess the biome could be part of the civilization calculus), and is indicated more in terms of other graphical effects (not sure exactly what, desaturation, cloudiness, weird fogs, &c&c). It could also be conceivable, for example, that remote continents natively have lower civilization ratings.

I wanted to suggest something more basic and easier to add.
The original idea itself is pretty similar and has been done in other games before.
If you manage to add your idea then godspeed it would be amazing to see.
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Re: Dark Forest

Postby VDZ » Mon Mar 22, 2021 10:09 pm

loftar wrote:
VDZ wrote:This doesn't feel Haven-like at all, being more like a general high fantasy setting.

I don't think this counts as particularly "high" fantasy, it's just a wild and hostile part of the world as far as I'm concerned, and it has long-standing precedents both in terms of, again, Legacy's civilization rating as well as Salem's Darkness. I'd also just like to add as a general observation that Haven wasn't really ever intended to be hyper-realistic, it's more that we want to keep the more magical elements away from everyday/mundane gameplay (lest they become commonplace, and therefore not special).


My problem isn't with the 'spooky supernatural place' aspect, but rather having a combat area ("would give you increased lp gains and much higher chance of obtaining combat moves") featuring skeletons and goblins, especially as a biome (rather than some highly obscure location you need to seek out). It just really feels typical 'Slay 10 Goblins then report back to Sir Genericfantasyname' MMORPG-like. I don't mind magical elements, but Haven isn't the kind of 'if you're level X go to hunting grounds Y to grind monster Z' game this suggestion sounds like. (But again, dungeons are already practically 'if you're level X go to dungeon Y to grind animal Z' places.)

In the end it's your game and you decide the direction it goes in. I just like how unique Haven is and making it more like typical monster-fighting MMOs would in my opinion make it less unique.

(See also:
Tamalak wrote:I'd love to see more RPG content like this. I've always thought of this game as the game UO should have been.

)

azrid wrote:
VDZ wrote:This doesn't feel Haven-like at all, being more like a general high fantasy setting. (Then again, I also think Dungeons feel un-Haven-like...)

There are trolls, giant snails, slimes, giant bats your vision of the game has been lost a long time ago. They also want to add dragons.


All of these are exclusively underground, and only in the deeper layers (with the exception of the troll, which is just extremely rare). You don't just encounter random monsters while normally travelling and decide then and there to whack them with your sword to gain XP and raise your level receive bonus LP and increment your skills.
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Re: Dark Forest

Postby loftar » Mon Mar 22, 2021 11:59 pm

VDZ wrote:but rather having a combat area ("would give you increased lp gains and much higher chance of obtaining combat moves") featuring skeletons and goblins

Ah, well, sure enough. I ignored that part of OP.
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Re: Dark Forest

Postby Foarl » Tue Mar 23, 2021 1:43 am

loftar wrote:I don't mind the general idea, but I'd rather it be more akin, in some manner, to the old concept of the Civilization rating from Legacy, where the civilization rating is independent of the biome (though I guess the biome could be part of the civilization calculus), and is indicated more in terms of other graphical effects (not sure exactly what, desaturation, cloudiness, weird fogs, &c&c). It could also be conceivable, for example, that remote continents natively have lower civilization ratings.


I love the concept, not sure if it could work in a fun way dynamically, but a world of varying danger would help flesh the outer continents to have more flavour than "empty".
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Re: Dark Forest

Postby azrid » Wed Mar 24, 2021 12:48 pm

VDZ wrote:My problem isn't with the 'spooky supernatural place' aspect, but rather having a combat area featuring skeletons and goblins, especially as a biome. It just really feels typical 'Slay 10 Goblins then report back to Sir Genericfantasyname' MMORPG-like. I don't mind magical elements, but Haven isn't the kind of 'if you're level X go to hunting grounds Y to grind monster Z' game this suggestion sounds like.

The whole point of the rewards I suggested was to show how it shouldn't be required to go to this dangerous area.
It would still be easier to level up just by feeding yourself top curios and study combat move parchments.
Having multiple ways to progress in the game is going to be an overall positive thing.
After all we already got questing added to have an alternative progression path.

VDZ wrote:But again, dungeons are already practically 'if you're level X go to dungeon Y to grind animal Z' places.

This goes for most pve content if you are not using exploits to hunt.

VDZ wrote:I just like how unique Haven is and making it more like typical monster-fighting MMOs would in my opinion make it less unique.

Haven is already based around fighting monsters for progression.
It ticks all the boxes:
-xp from fighting monsters
-lp from fighting monsters
-skill ups from fighting monsters(combat moves)
-materials from fighting monsters for crafting tools, weapons and industry upgrades
Some of the monsters you have to fight to progress are fantasy monsters.
Of course you can skip the fantasy elements if you play as a noob hermit or play a role in a village that makes you not experience the whole game.
I feel like you are trying to save something that has been lost long ago.

VDZ wrote:All of these fantasy monsters are exclusively underground, and only in the deeper layers (with the exception of the troll, which is just extremely rare). You don't just encounter random monsters while normally travelling and decide then and there to whack them with your sword to gain XP and raise your level receive bonus LP and increment your skills.

You encounter animals and whack them with your sword to gain lp and raise your skills, equipment levels and industry levels.
you can encounter slimes on level 1
giant burrowing worms on level 1
you can encounter ghosts on the ground level
dryads and ents on ground level
I don't imagine dragons would be deep cave level only when they eventually add them.
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Re: Dark Forest

Postby snapko » Wed Mar 24, 2021 7:20 pm

Idk about goblin and skeletons wich were suggested but maybe black bear, dire wolf, black fox, owl or something in lines of that. May as well have different trophy head, color of hide, so capes and hats look differently, special tree (wood color) as well? Couple of new curios here and there... and it should not be near water bodies. Any kind of "special mechanic" is unnecessary imo.

I suggest witch's hat mushroom as a curio. Black foxes do actually exist as well. Should mention that all of that is alot easier to implement since black bear, fox is just a recolor and model size.
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