Tough root is finer plant fibre

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

Re: Tough root is finer plant fibre

Postby Sevenless » Wed Oct 19, 2022 10:52 am

kirillius98 wrote:
Reiber wrote:tbqf, i really enjoyed the slow start this world, sure a week long timer on any progress is bullcrap,. but actually having an decent timeframe between having cloth and steel was nice, sure, it all went down the drain as soon as the first smelter was built, and people just skipped from shitty bronze directly intoo shitty steel and cycling iron,


Honestly, start was the same as it always be - strong clans develop at uncalculatable speed and others are following their trace at the speed they prefer


As a "not faction, but competant" group I can assure you that this world's pacing let us keep pace for a solid 6-7 weeks before factions properly pulled ahead. This pace let us narrow the gap considerably with factions for quite a while.
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Re: Tough root is finer plant fibre

Postby Reiber » Wed Oct 19, 2022 3:17 pm

Fostik wrote:
Reiber wrote:
tbqf, i really enjoyed the slow start this world, sure a week long timer on any progress is bullcrap,. but actually having an decent timeframe between having cloth and steel was nice, sure, it all went down the drain as soon as the first smelter was built, and people just skipped from shitty bronze directly intoo shitty steel and cycling iron,


Let me elaborate: before last world metal and mining change I was fine with it.
Farms and other stuff kicks very slowly and you wait 2 to 4 weeks before you can widely use farming products and crafts - I was absolutely fine with it while I was able invest my time in hunting and mining discoveries. You can't achieve chicken eggs before you got straw, but you can make bronze sword - fine.
In this world, hunting were heavily complicated by absence of weapons before first bronze, which requires 1 week of time. Of course I understand that well organized and experienced players weren't gated by it, and found a way to kill animals without limitations.

But for now I question, I cant neither use farming goods and develop in this game as farmer first weeks (name it before metal age), nor can I jump into next phase with metals and metal weapons to unlock other gameplay.
My take: first month in haven in new world became boring this world, and lacked content. It was boring for me to login and do nothing or not being able to do something I usually did.
This is why I am trying to reconsider such things as straw and fibre, why do we really need gate all mechanics? If you like it, let's gate claims and palisades and run in forests like savages for first two weeks before you can finally settle

Reiber wrote:if your really going for it, silk can be made , what is it ? 3-4 days in? thats the beauty of silking, everybody can do it.
i dont think merchants robes should be teclocked behind something stupid really, they offer good utility, but nothing else, they arent really an combat or ability upgrade, with early guildings relying less on sewingslots, i think bearcoat just outperfoms it for hunters/miners/combat.
+1 for more novelty and utility items from silk. decided that bearcoats look better, and i have better guilds on it, so i´m just making silk for the fun of it really.


Silk value comes from it's high complexity to craft, not the availability of herbalist tables.
Comparing silk to wax and cloth, it does not become cheapest widely available resource after while.

sure. if you are here for an specifc gamplay loop thats only available after an certain while that sucks , i get it, my gameplay loop is just fucking around, so i am not affected i get it, but slow down in progression actually has done an lot for the enjoyment of an lot of players, and i personally se it as an reason for the relative longevity of this years playerbase.

the "super secret hunting strats" this world wherent as complex as you thought, this world it was mainly doing hunters creedo and crafting an bow(ranged weapons for hunting in haven rightXD) and the only thing keeping the benefits of hunting down, was the hardcap on cutting tools.
in generall tecgates are here to make progression last an while, turns out an lot of peapol stay longer in an game where they set up an farm, and search for better metal, than they would if they just replant an finished and extensive farmland every 3 days. also early and midgame situations only can arise if there is an actuall early and midgame too speak of, and seing the ups and downs of worldresetts, an lot of people are only here for early to midgame anyway.

also, i dont give an flying fuck about the monetary value of silk, i am bummed about its worth. as in. do i actually use silk for somethin? can i improove my gear or character with silk? . i get utility from an merchrobe and belt, sure, but after that? . maybe in the far lategame, if farmers ever needed q 500 mohairshirst with 12 guilds to do there job, maybe. or if i have too fill all inventory and beltslots with gems, yes then i need an lot of silkpurses.

what i do not get, are tecgates on utility options. like steel for towers and hookas, the amount of glass needed for demijhons, hardleathert for greathalls and sack, quicksilver in generall. etc. some are understandable for flavour reasons, but instead of elongating gameplay, those are just making it more tedious
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Re: Tough root is finer plant fibre

Postby AriZona » Wed Oct 19, 2022 3:26 pm

-1

The suggestion will break many existing industries and feels not needed speedup to the game.
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