Nerf Garden Pots

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

Re: Nerf Garden Pots

Postby Ants » Mon Oct 14, 2019 1:43 am

How about adding more relevant forageables and collection curios instead?
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Re: Nerf Garden Pots

Postby Groniak » Mon Oct 14, 2019 5:42 am

Lyrroth wrote:you all want to destroy instead of expanding and are blind to counter arguments. you say we cry but i say you are screaming. there is no point. there is no discussion. you do not try to understand. you all about theory and safety being completely blind to experiences somebody else actually had.


:| Whenever someone shoots these classic arguments at me i can't help but wonder if they even understand what they are saying...I enter a discussion about garden pots, express my ideas and read other's as well...By what logic is there no point, no discussion and i wouldn't be trying to understand? Seems to me like you should look in the mirror.

Archiplex wrote:I don't understand how y'all figure the way to move forward is by making content worse instead of introducing new content that fulfills what people want.

This is barely about gardening or domestic animals, it's about people being inside walls.


It can be argued that gardening did both those things...As i already pointed out:
Groniak wrote: When Gardening was added, the mistake made was that it took away a part of the game and turned it into something else, instead of adding new content that would go hand in hand with the old stuff.


Gardening essentially killed foraging, current recipe for wild animals killed hunting (Big Bear Banger 10 hunger+ridiculous sats ?!? why?!?) no hunting and no foraging means nobody outside their walls...nobody outside their walls means no victims for the big bad raiders....no victim for raider means no scents anywhere=no more rangers travelling around= dead world....

As you say the problem is that nobody leaves their walls. That IS indeed the problem, but what do you think caused it? Back in the old days i could go out and forage for 1 hour and i would meet 10 new players.....i played 4 months this world, explored the entirety of my continent, I'm constantly outside my walls basically looking for people, and I've met a whopping 6 people....in 4 months.
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Re: Nerf Garden Pots

Postby Archiplex » Mon Oct 14, 2019 5:47 am

Gardening essentially killed foraging, current recipe for wild animals killed hunting (Big Bear Banger 10 hunger+ridiculous sats ?!? why?!?) no hunting and no foraging means nobody outside their walls...nobody outside their walls means no victims for the big bad raiders....no victim for raider means no scents anywhere=no more rangers travelling around= dead world....

Won't argue here because it did- but progression is healthy and moving from one system to another is fine. Hunting is stiill a thing fyi (bones, hides, etc), but foraging is largely bad -and thats because everything you can forage that you can't farm isn't all that useful. Theres a few things that are worth foraging for, but for the most part, it's not relevant because it's not useful.

One way to combat this isn't by making gardening, something that arguably should exist, useless- but rather by adding portions to foraging that is still nice and viable and worth going out for. Gardening in general SHOULD be better than foraging, as a progression system like this in general feels fine, but foraging shouldnt be entirely useless.

As you say the problem is that nobody leaves their walls. That IS indeed the problem, but what do you think caused it? Back in the old days i could go out and forage for 1 hour and i would meet 10 new players.....i played 4 months this world, explored the entirety of my continent, I'm constantly outside my walls basically looking for people, and I've met a whopping 6 people....in 4 months.


That's also because in the past, a lot of systems that should exist did not exist. Instead, more reasons to leave your base (coughcoughlocal/realmquestscough) should exist. Removing something that's functional and fine is not how future developments should take place when an issue can be resolved otherwise.
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