Unobtrusive, low effort changes 4 early world

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

Re: Unobtrusive, low effort changes 4 early world

Postby Zentetsuken » Tue Aug 02, 2022 7:50 pm

just a reminder that audiosmurf is definitely not trolling and has had maximum level temper tantrums and break downs when being questioned about his forum opinions to the point of permanently leaving the official discord
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Re: Unobtrusive, low effort changes 4 early world

Postby The_Lich_King » Tue Aug 02, 2022 11:00 pm

SnuggleSnail wrote:
  • Take the FEPs AND hunger away from: butter porridge, roast hoppers, cattail stew, boiled odds (solves a lot of the unfun meta gaming around hunger)
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  • Let me destroy these fucking things. Immovable natural objects dictate a silly amount of what we build for a game about player agency(caves too, if they're claimed haha)
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  • Yeet the travel weariness cost from: roads, hearthing, docking. It has no impact on the mid/late game, but makes parts of the early game cancer


  • Revert the changes you guys made to vehicle rotating. You did this as a way to prevent unkillable scouts, but unkillable scouts 1) aren't a big deal, 2) are still insanely easy to make. You will get 100s of bug reports about people being confused why they can't move, or their knarr is perma stuck



  • Lower the energy cost of labor in general, but especially terraforming/mining/cutting trees. Every world we just beacon/charter in and work to death hundreds of characters because, 1) doing it on a main fucks their hunger, 2) food in general is kinda expensive


  • Buff the durability of early low quality armor drastically. I will often take my armor off to fight things because it's so expensive, which is just silly. a Q10 steel/leather chest piece has 100 durability, which is less than 1 good hit in PVP. I think this also contributes a lot to 100% of noobs not wearing any armor for ages. Sword buffs also make armor durability a lot more relevant in PVP.
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  • Make the level 1 (from overworld to natural cave level) not cost hard leather. Every world we end up not making our initial mineholes in our base because it's more efficient to start from a cave and Hleather is too expensive to waste.
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You know we are reaching an apocolyptic new age when i am agreeing with snuggle, but genuinely all of these are the most non-controversial changes i could think of.

The only thing they would do, is make the game more fun for new players, because they wouldn't get gatekeeped by expensive resources and hunger/energy fuck.
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Re: Unobtrusive, low effort changes 4 early world

Postby WowGain » Wed Aug 03, 2022 2:11 am

Good ideas, Audiosmurf is an autistic crybaby as per usual
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Re: Unobtrusive, low effort changes 4 early world

Postby The_Lich_King » Wed Aug 03, 2022 2:25 am

SnuggleSnail wrote: People were straight up not having a good time when having maxed TW just stopping you from docking, which is a /slightly/ less bad version of the same thing. It's rly sad when sincere people suggest this stuff. At least audiosmurf is pranking, but you guys have no excuse. Dumb shit like this actually gets put in the game sometimes, and doesn't get reverted for months/years. You're ruining it for everybody.


He's not pranking, he's just an idiot.

But i agree. We already had limitations to docking and people despised them because nobody wants to go a far distance out just to be cock-blocked on going back.

I wouldn't hate the quality idea if it maxed out before destroying the boat... like if it left your boat at 5% or something. Then you'd still have the incentive to make better quality boats to avoid the resource sink but wouldn't lose your boat to wanting to explore.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.


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Re: Unobtrusive, low effort changes 4 early world

Postby Pills » Wed Aug 03, 2022 3:34 am

+1 to literally everything in this tbh.
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Re: Unobtrusive, low effort changes 4 early world

Postby 26dollar » Wed Aug 03, 2022 5:37 am

i liek all of the post except wellsprings should only be able to be broken with a sledgehammer if you have over 1,000 str cuz wellsprings rly help me when i cant found a lake and they're really pretty
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Re: Unobtrusive, low effort changes 4 early world

Postby The_Lich_King » Wed Aug 03, 2022 5:52 am

26dollar wrote:i liek all of the post except wellsprings should only be able to be broken with a sledgehammer if you have over 1,000 str cuz wellsprings rly help me when i cant found a lake and they're really pretty


Yeah this post does kinda presume that people will only break them if they need to for their base layout and not just to be dicks.

instead of the steep str price what we could do instead is make it so it has very high energy consumption. That way people (whom alt spam making bases to save hunger anyways) will be able to not be cockblocked by them, but also people won't want to waste the energy just to meme other people and remove all of them off the face of the world.
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Re: Unobtrusive, low effort changes 4 early world

Postby MightySheep » Wed Aug 03, 2022 6:03 am

add eggplants
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Re: Unobtrusive, low effort changes 4 early world

Postby Archiplex » Wed Aug 03, 2022 7:06 am

i kinda dislike the minehole idea because a lot of early game conflicts between smaller dudes comes from fighting over cave entrances to ore and stuff.

sure the conflict is still there if you're located fairly close to someone anyways but fighting over caves, sneaking into other people's caves and such has always been funny and a fun part of early game nab fighting. im sure you wouldn't experience it if you blaze past mineholes and stuff/steamroll your neighbors but i wouldn't like to see it go away.

spring destruction good, not sure about cave destruction. maybe on a vclaim.

i agree but also disagree on the TW aspect: it's clear the devs want TW to mean something and to have a limit on how often/freely you can use roads and boats to uber long distances, and just eliminating that seems against the intent. that said, it basically doesn't exist right now and cutting the alt aspect isnt a bad idea. buuuut im pretty sure they aren't going to concede because they WANT a system that makes long distance travel annoying.
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Re: Unobtrusive, low effort changes 4 early world

Postby The_Lich_King » Wed Aug 03, 2022 7:19 am

Archiplex wrote:i kinda dislike the minehole idea because a lot of early game conflicts between smaller dudes comes from fighting over cave entrances to ore and stuff.

sure the conflict is still there if you're located fairly close to someone anyways but fighting over caves, sneaking into other people's caves and such has always been funny and a fun part of early game nab fighting. im sure you wouldn't experience it if you blaze past mineholes and stuff/steamroll your neighbors but i wouldn't like to see it go away.

spring destruction good, not sure about cave destruction. maybe on a vclaim.

i agree but also disagree on the TW aspect: it's clear the devs want TW to mean something and to have a limit on how often/freely you can use roads and boats to uber long distances, and just eliminating that seems against the intent. that said, it basically doesn't exist right now and cutting the alt aspect isnt a bad idea. buuuut im pretty sure they aren't going to concede because they WANT a system that makes long distance travel annoying.


On the cave issue, the conflict would still be there because its only on lvl 1 mines. Meaning the mines will almost certainly connect with a cave so people will still be fighting over the same ore nodes, they'll just have different access points to it.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.


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