by sakiji » Wed Nov 06, 2024 5:56 pm
Could also come together with a character creation overhaul, currently it's quite lackluster imo.
> More streamlined character creation lobby, explaining more directly the features that come with the space (e.g. how to join with friends, inheriting the dead)
> Visual overhaul for character and more hair customization options with Jorb2025 and Blender 4.+ skilljuice squeezed out.
> Perhaps a return to Valhalla option if character age is < 4 hours or something like that, a group of friends usually starts playing at the same time, at the point someone finds a spot to settle and figures out how to build a wilderness beacon (and enough of them for all friends) a few hours may have passed. The most sensible thing to do now is to start a new character and start from scratch, wasting a few hours of playtime and progress for everyone but the one who builds the beacons. In the grand scheme of things for HnH a few hours is nothing, but for a new player where these hours are 100% of the playtime with the game, throwing that away can be quite demotivating I imagine.
Thus "returning to Heaven" with the option to get back to character creation with your character stats intact, able to join others from there. --Can't thing of any major abuse potential with that from the top of my head.
A fter character creation a small solo tutorial island, with a quest giver that
> Teaches the quest system and gives progressive tasks that introduce the player into various systems via player action and quest description:
1) Harvesting resources & discoveries
2) Crafting & Base intro to quality
3) Eating & Food FEP
4) Learning Points & Study
5) Skills and Credos (Description)
6) Building Structures & more complex interactions (e.g. smoking out bees/burning a log for dugout/grilling food on roasting spit)
7) Basic Combat Intro (through Sparring session with tutorial NPC)
8) Actual combat trial against local (weak) wildlife ends with character
9) Knockouts (experience) & Return to Heartfire + Death (description) -- Players need to experience how failure looks and feels like, and what interactions are possible, to be more mentally ready for it in real game situations.
10) Wounds / Medicine & Healing
11) Claims & Protecting property
12) Crime & Tracking (maybe intro to Heartmagic / Nidbanes)
You can leave the island anytime by once again burning, or going to a dock or something like that.
> potentially with 2 diverging paths -> high density population spawn / low density population spawn (more potential "social" interactions vs more reclusive wilderness spawn)