Сritique: Hafen and Hearth development

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

Re: Сritique: Hafen and Hearth development

Postby dageir » Sun Apr 30, 2017 9:03 pm

Sevenless wrote:Global economies destroy market variety. You get a very few sellers able to dominate the entire world very easily. Currently we have some market variety in CF due to the information cost of hunting deals by checking each stand for the average player.

I mean, one of the more touted economies in video games is EVE. And it doesn't have a global market either.


If travel was so convenient in Haven as in EVE, I would agree you would have a point.
An alternative would be the ability to upgrade the "trading beacon/chest/whatever to gain further reach of the trading ability (establishing regions as in EVE).
If you then build a small "beacon" you would be notified if you were in contact with other beacons and so on.
If this alternative is implemented you would avoid global trade and gain regional trade. This would still allow people who wants to wander trade the old fashioned way.
I think such a system would give some player retention since some of us like trading, but do not like walking.
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Re: Сritique: Hafen and Hearth development

Postby Sevenless » Sun Apr 30, 2017 10:28 pm

Maybe make it so that realm capitals have the ability to contruct a "realm portal". Charter stone like but can only be teleported to if you're within the realm's borders (say via porticus), and automatically taught when oathed to the realm? It could come with notably reduced CHA costs to teleport to if accessibility was an issue.

This would allow realms to easily construct either road hubs or markets as they wish.
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Re: Сritique: Hafen and Hearth development

Postby Granger » Mon May 01, 2017 12:29 pm

Sevenless wrote:automatically taught when oathed to the realm?

Curious: Which realms oath their subjects instead of simply claiming them?

Regarding EVE trading&travel: while you can view remote systems (range depending on your skills) and buy stuff there you still have to visit the station in person to collect it (or pay someone to ferry it for you). Also travel is neither instant nor (at least in low/null-sec) risk-free.
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Re: Сritique: Hafen and Hearth development

Postby Sevenless » Mon May 01, 2017 1:33 pm

Granger wrote:
Sevenless wrote:automatically taught when oathed to the realm?

Curious: Which realms oath their subjects instead of simply claiming them?

Regarding EVE trading&travel: while you can view remote systems (range depending on your skills) and buy stuff there you still have to visit the station in person to collect it (or pay someone to ferry it for you). Also travel is neither instant nor (at least in low/null-sec) risk-free.


Akihabara does it :P It gives them a marker on players to indicate they've been oathed + adds them to realm chat. It lets them feel more secure in attacking people they find around war targets, which I believe is the primary purpose behind it.

I mean, thinking on it a bit more, the realm portal should be automatically known if the porticus is covered by realm claim. Just to make the whole system easy to work with.
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Re: Сritique: Hafen and Hearth development

Postby Potjeh » Wed May 03, 2017 10:12 am

I'd like to see portico and chartersone travel removed, making topography is bad because it makes any place same as every other. Instead I'd like to see roads made better, ie instead of just traveling from end to end you should be able to travel from any point on a road to any other point on the same road, as long as you got the road mapped out. Could use the in-game map to select travel destination. Hopefully this would encourage development of settlements along major roads.
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Re: Сritique: Hafen and Hearth development

Postby Avu » Wed May 03, 2017 12:05 pm

Easier to make a new road that goes where you want it to than to make a settlement that is restricted in placement by an existing road.
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Re: Сritique: Hafen and Hearth development

Postby Potjeh » Wed May 03, 2017 12:31 pm

For a faction, sure, but not so much for a casual hermit. Mostly I just want to see a more heterogeneous population density, instead of the current situation where hermits spread evenly across the world like a gas. Real population centers would make for a lot more interesting exploring, because once you've seen one empty forest you've seen them all, and really checking out hermitages is the only interesting thing while exploring.
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Re: Сritique: Hafen and Hearth development

Postby Sevenless » Wed May 03, 2017 1:32 pm

Potjeh wrote:For a faction, sure, but not so much for a casual hermit. Mostly I just want to see a more heterogeneous population density, instead of the current situation where hermits spread evenly across the world like a gas. Real population centers would make for a lot more interesting exploring, because once you've seen one empty forest you've seen them all, and really checking out hermitages is the only interesting thing while exploring.


Realm bonus rework to make them more powerful the closer you are to the capital? Roads work fine for teleporting people outwards to forage/hunt, mining around the capital might become a bit of a cluster truck though. Roads would alleviate that somewhat if people needed outside mining claims I guess. Also kinda works negatively for localized resources unless those get significantly modified. You'd need to road to all the even remotely nearby ones which increases your competition. Currently they're part of the encouragement to spread out.

Something to think about. *ponders*
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Re: Сritique: Hafen and Hearth development

Postby fmfk86 » Wed May 03, 2017 2:04 pm

As a (somewhat beginner) game designer I'd say the biggest flaw is the hour glass. I'm sure a lot of potential players are lost when they cut down their first tree. It certainly has it's appeal that it takes ages to build things, like the feeling of accomplishment, but it doesn't attract a lot of people.

To (loosely) quote from a Game Design Dojo podcast: There has never been a review like "pretty good game, but needs more 'waiting around'."

I think it's good that passive things like growing plants, getting honey etc. take time, but the problem is that the active things take a lot of time too.
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Re: Сritique: Hafen and Hearth development

Postby jorb » Wed May 03, 2017 2:13 pm

fmfk86 wrote:To (loosely) quote from a Game Design Dojo podcast: There has never been a review like "pretty good game, but needs more 'waiting around'."


Without saying anything about the hourglass or Haven in particular, I'm not sure that's actually true. Both storytelling and gaming require pacing and rhythm.
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