Things that aren't fun in Haven

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

Re: Things that aren't fun in Haven

Postby Sprinkle » Thu Aug 25, 2022 6:36 pm

Clemins wrote:The tedium isn't fun, but a necessary evil in order to retain some competitiveness in factions. Haven is not about instant gratification, and never has been. There are a bunch of things that need to be ironed out like off season credo tasks, but a good amount of the things in your OP are just your opinions and not necessarily "problems with Haven".

Play this game at your own pace, if you get bored digging, take a break. Can't find candle berries? Come back in 15-20 minutes and try again. Hunger messed up? Either reset yourself or dont do any major eating for a day. Exclusively use visitor gates and slave keys, your master key cant be stolen unless you get sieged or your base decays. Bat cape armor is a good thing. Plant trees, or build a road to a forest if you decided to live in a desolate location.

I get your point, everything about Haven isn't fun and I totally agree with the generalization, but literally no game ever has been 100% fun constantly so perhaps curve your expectations a little.

I appreciate your post, but I would like some changes to be made with the mechanics from this thread, I think a lot of people have given up hope of certain things being changed, like how most thought the devs would never implement horse riding, but that eventually changed and people love it. I don't like instant gratification, that's why I enjoy this game, you feel like you accomplish a lot, but that doesn't mean everything feels satisfying and those are the list of things I laid out in the initial post, I would like the devs to have this feedback, even if its nothing new for them to hear, perhaps one day they will eventually decide to change some of these things. I don't think it's a matter of them not knowing how to change something, I think it's them realizing that those things are truly not fun. I think the developers are very intelligent and can design some amazing and complex systems, that they don't even need to know what our solutions would be, they just need to come to terms with the fact that we aren't joking when we say some of these things truly are not fun and should be changed to improve the game.
Last edited by Sprinkle on Thu Aug 25, 2022 6:53 pm, edited 1 time in total.
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Re: Things that aren't fun in Haven

Postby linkfanpc » Thu Aug 25, 2022 6:37 pm

Sprinkle wrote:6. people with no life and a 2000 post history can't add anything meaningful to a discussion to benefit the game that they are apparently obssessed with so they attack someone who rarely ever posts. :lol:


You've gone back to point 3 bro! It's alright we'll get through this together. Go ahead, say "i knew you autistic faction group masochists would get angry when i suggest making the game easier"
Total misplay.
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Re: Things that aren't fun in Haven

Postby Mashadar » Thu Aug 25, 2022 6:38 pm

Sprinkle wrote:Ok I totally undertand its a game to compete for resources, but I suppose there's another question to ask, which is should hermits be a viable choice in this game? Is this something the devs have a vision for? Maybe theres a quote somewhere but I'm not currently aware of one. But I think it all comes down to that for this particular topic, because if there is a hermit vs a village of course the hermit will lose every time, but I think if hermits are supposed to be viable, then there needs to be some sort of fun solution for said hermit when they are competing for trees other than moving or replanting.

I've played some worlds alone as a hermit, it's perfectly viable. As a hermit, you build your plot over a section of land that is half forest, half grassland. The grassland is optional, but areas near grassland tend to be much flatter and therefore easier to level. If someone razes down your entire forest section before you even get properly settled, you just leave. As a hermit, the further away from other people, the better.

If you decide to settle near a large village anyway, trees are going to be your smallest concern. With how mining works, it's necessary to cover larger areas to find metals and once they catch you mining away all their ore nodes, even a normally peaceful village is going to get annoyed.
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Re: Things that aren't fun in Haven

Postby Sprinkle » Thu Aug 25, 2022 6:44 pm

linkfanpc wrote:
Sprinkle wrote:6. people with no life and a 2000 post history can't add anything meaningful to a discussion to benefit the game that they are apparently obssessed with so they attack someone who rarely ever posts. :lol:


You've gone back to point 3 bro! It's alright we'll get through this together. Go ahead, say "i knew you autistic faction group masochists would get angry when i suggest making the game easier"

"Occupation:
lay on ground all day"

You should add, "in addition to making meaningful and insightful posts to increase my 2000 post count."
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Re: Things that aren't fun in Haven

Postby linkfanpc » Thu Aug 25, 2022 6:51 pm

Sprinkle wrote:"Occupation:
lay on ground all day"


Of course, i don't expect you to get the reference, but regardless;

https://en.wikipedia.org/wiki/Ad_hominem
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Re: Things that aren't fun in Haven

Postby noindyfikator » Thu Aug 25, 2022 7:04 pm

1. Grinding to be competitive
2. Random stats gain, grinding like a noob for cave sculpins then getting will instead of con is a big "xD"
3. Grinding
4. Gridning
5. Did I write grinding?
6. Credo system is too random
7. Quest rewards are disgusting to waste time on it for +1 local rabbit quality
8. Searching animals for hours and be unlucky to find a single cow/moose etc.
9. I don't have time to write more
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Re: Things that aren't fun in Haven

Postby Sprinkle » Thu Aug 25, 2022 7:08 pm

noindyfikator wrote:1. Grinding to be competitive
2. Random stats gain, grinding like a noob for cave sculpins then getting will instead of con is a big "xD"
3. Grinding
4. Gridning
5. Did I write grinding?
6. Credo system is too random
7. Quest rewards are disgusting to waste time on it for +1 local rabbit quality
8. Searching animals for hours and be unlucky to find a single cow/moose etc.
9. I don't have time to write more

I totally forgot about the "+1 local rabbit quality" type rewards, I completely agree with that one in particular and I should add it to the list. Would love to hear more when you have more time. The other stuff like grinding needs more elaboration, I know what grinding is but that's what most of this game is, so I don't think that's going to change as its part of the foundation.
Last edited by Sprinkle on Thu Aug 25, 2022 7:10 pm, edited 1 time in total.
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Re: Things that aren't fun in Haven

Postby VDZ » Thu Aug 25, 2022 7:10 pm

Holy fuck you guys, this isn't The Moot. Stop shittalking each other and stick to the subject. The more garbage you post, the lower the chance people are willing to sift through it to get to the actual discussion.

One point from the original post I do want to highlight:
Sprinkle wrote:
  • Needing an alt to protect keys, why? You know everyone does it and its a waste of time having to make a beacon and spawn an alt to do it every world.

Does anybody actually like the key system? As mentioned, alt-stashing is considered the standard for master key security. 'Store it in a magical pocket dimension nobody except you can access' should never be the recommended solution for anything. The introduction of slave keys has eliminated the most ridiculous aspect of having dedicated door-opener alts on different accounts, but it's also introduced headaches in palisade design and annoyances with one-directional movement flows (which only work because you rely on magically teleporting yourself to the starting position every time).

Given that nobody who knows what they're doing carries a master key and that stolen slave keys are completely useless (unless, again, the player who built the palisade lacked information on game mechanics - a common problem as tons of things are not obvious), is there any merit to keys to palisade gates being lootable? If everybody could just carry their master key everywhere without risk of having your entire base destroyed upon getting ganked, that would eliminate pretty much every single annoyance that exists with the key system right now, and the only situations I can think of where a key being stolen has any kind of impact involve players simply being uninformed, and I don't think knowledge checks with the consequence of 'lose everything you've worked for' are very fun, especially when you need to be told by other players or external resources that palisades must be built in a certain way and you should never carry your master key outside because the game itself does not tell you this.
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Re: Things that aren't fun in Haven

Postby Vesena » Thu Aug 25, 2022 7:22 pm

Have a wound I want to convert to Leech Burns
Cover myself in leeches
Take 100+ damage
No Leech Burns

Change it to Leechs always inflicting 1 point of burns modified by quality on their third bite, please.
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Re: Things that aren't fun in Haven

Postby Massa » Thu Aug 25, 2022 7:34 pm

Sprinkle wrote:
linkfanpc wrote:
Sprinkle wrote:6. people with no life and a 2000 post history can't add anything meaningful to a discussion to benefit the game that they are apparently obssessed with so they attack someone who rarely ever posts. :lol:


You've gone back to point 3 bro! It's alright we'll get through this together. Go ahead, say "i knew you autistic faction group masochists would get angry when i suggest making the game easier"

"Occupation:
lay on ground all day"

You should add, "in addition to making meaningful and insightful posts to increase my 2000 post count."

I don't think you'll find your voice heard in a community by shitting on the people who are part of it, in favor of... Those who are not? Who have no experience and do not play or partake?
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