Сritique: Hafen and Hearth development

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

Re: Сritique: Hafen and Hearth development

Postby Headchef » Wed May 03, 2017 2:16 pm

jorb wrote:
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.


Removing hourglass everywhere entirely would mean chaos :D
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Re: Сritique: Hafen and Hearth development

Postby jorb » Wed May 03, 2017 2:26 pm

Headchef wrote:Removing hourglass everywhere entirely would mean chaos :D


It serves a very legitimate purpose in preventing irreversible actions from being volatile, yes. I could be tempted to agree that the game takes too much time to play, but I'm not sure the hourglass itself is really the primary offender, reasonable adjustments to certain particular actions somewhat aside.
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Re: Сritique: Hafen and Hearth development

Postby Headchef » Wed May 03, 2017 2:33 pm

jorb wrote:
Headchef wrote:Removing hourglass everywhere entirely would mean chaos :D

I could be tempted to agree that the game takes too much time to play


Well to be honest what the game does is involve you in it in such a way that you want certain things, which cost time..

But logically world domination costs more time than being a hermit taking everything at your own pace...

Then again weak are at mercy of strong... But how true is this really when you can alt-vault everything and perma-death being sort of revised..

So eventually people want ''more'' (base design/farm sizes/higher q/more volume) but with real life also going on 24 hours in a day become too short..

Eventually I think being modest is the best aid in time management for Haven.

So how will Jorb implement that people do not put too much hay on their own pitchfork and burn themselves out, is the question :P
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Re: Сritique: Hafen and Hearth development

Postby Sevenless » Wed May 03, 2017 2:51 pm

Farming is too important right now for food.

I've been doing the hermit thing, and I see what people mean. We have 3 players, 1 doing 4-6 hours a day, 2 doing 2-4 hours a day. Total playtime of 10ish hours a day for the "village" lets say? I spend 2 hours a day farming on average maybe and I feel like I'm doing just the bare minimum to support us (animals/flour wise). That's something like 1/5th of every hour played in my village spent on farming (the plant kind not even talking about milking animals yet).

Hunting used to play a much bigger role in food production. The satiation system has made a lot of sausages unappealing. Now pies reign supreme, so even hunted related foods now have farming attached to them.
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Re: Сritique: Hafen and Hearth development

Postby tigerlrg245 » Wed May 03, 2017 7:32 pm

Sevenless wrote:Farming is too important right now for food.

I've been doing the hermit thing, and I see what people mean. We have 3 players, 1 doing 4-6 hours a day, 2 doing 2-4 hours a day. Total playtime of 10ish hours a day for the "village" lets say? I spend 2 hours a day farming on average maybe and I feel like I'm doing just the bare minimum to support us (animals/flour wise). That's something like 1/5th of every hour played in my village spent on farming (the plant kind not even talking about milking animals yet).

Hunting used to play a much bigger role in food production. The satiation system has made a lot of sausages unappealing. Now pies reign supreme, so even hunted related foods now have farming attached to them.



Obvious solution is meat pies! :D
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Re: Сritique: Hafen and Hearth development

Postby Sevenless » Wed May 03, 2017 8:53 pm

tigerlrg245 wrote:Obvious solution is meat pies! :D


Meat pies are the problem :P They involve 2 farmed ingredients. Before, STR relied on cheese and big bear bangers. Now the satiation system nerfed both of those and introduced very sexy meat pies.

Also worth noting that animal variety in hunting has gone up, but most of the animals aren't overly valuable for their food.
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Re: Сritique: Hafen and Hearth development

Postby boreial » Thu May 04, 2017 12:21 am

Sevenless wrote:
Also worth noting that animal variety in hunting has gone up, but most of the animals aren't overly valuable for their food.


This is absolulty true, most "hunting" is now done solely for harvesting combat moves, even now when I go out I see more carcasses that are just left untouched than should be normal for Qhunting.
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Re: Сritique: Hafen and Hearth development

Postby fmfk86 » Mon May 08, 2017 9:31 am

jorb wrote:
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.


jorb wrote:
Headchef wrote:Removing hourglass everywhere entirely would mean chaos :D


It serves a very legitimate purpose in preventing irreversible actions from being volatile, yes. I could be tempted to agree that the game takes too much time to play, but I'm not sure the hourglass itself is really the primary offender, reasonable adjustments to certain particular actions somewhat aside.




I think pacing and rhythm is important, it's great to have a mix of actions that require fast input where it's almost a reflex, other times you need to do some planning ahead etc. But in my opinion what happens in heaven is often times plain waiting. I'd say the difference (and what matters most) is if the player is actively engaged in the game. If someone plays a sniper in a wargame, he might not do very much in terms of input, but he knows that he will have to react very fast and it will have a big impact, therefore he will be focused and 'in the game' the whole time.
Chopping a tree and knowing I have to wait x seconds, drink water and wait another x seconds for that, then repeat it 3 times, and knowing that this will play out the same 99.9% of the time, my thoughts are usually somewhere outside of heaven.

I've been telling people about this game for years, and while most are quite enticed of the concept of this game and want to give it a go, I don't think anyone has ever played it for more than an hour.
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Re: Сritique: Hafen and Hearth development

Postby Robben_DuMarsch » Tue May 23, 2017 4:32 pm

Curious: Is the dev team currently working on something to increase the staying power of a Haven world's life cycle?
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Re: Сritique: Hafen and Hearth development

Postby Sevenless » Tue May 23, 2017 4:47 pm

Robben_DuMarsch wrote:Curious: Is the dev team currently working on something to increase the staying power of a Haven world's life cycle?


The big focus they've mentioned is client optimization.
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