Complex Winemaking

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

Complex Winemaking

Postby DaniAngione » Mon Apr 04, 2016 8:43 pm

I love wine :D
A lot of people loves wine, too.

I really like how "complex" (while still being streamlined/simple) the cheese making process is in Haven. The principle is always the same, you move the cheese around to different places and each place 'evolves' the cheese in different ways. There's no complex systems or math involved, but it allows for a big variety of results, work and fun!

So...
Sausages, cheese and wine are the pinnacle of Hearthling gastronomy. Because of that, I think winemaking (and maybe, eventually, brewing - but that's a whole different thread) deserves a bit of love, too! Just like cheesemaking!

That's obviously up to the devs, but I tried to come up with some ideas that could improve the variety and fun of making wine without adding complex and unecessary burden to it - just like as streamlined as cheese is.

I've come up with this simple idea:
  • As in Real Life, we could have different types of grape. And the different types of grape would provide different types of wine, each with their specific buffs/benefits.
  • However, we would still have one crop "grape" and one type of grape seed only. The type of grape that grows would be determined by the BIOME/TERRAIN TYPE and HEIGHT
  • For example, a colder/more hilly/coniferous forest style terrain on the edge of a mountain could provide grapes such as Malbec, while a green, flat grassland near water bodies (like mediterranean terrain) could provide, for example, Tempranillo) - Just suggestions, the specifics would be left to the devs, I'm sure they appreciate some wine too :D

So basically that would be it. You just plant and harvest your grapes as you always did - the difference is that your grapes will be different depending on where you are. The cool thing about not having different types of grape seeds but rather forcing them to always grow a different type of grape according to terrain is that this will somehow allow for a 'global market' of wines/grapes. People will need to trade different types of wine unless they're willing to move or build new bases around the world for the different types themselves - which is doable but a big hassle - so the mechanic could really turn into something cool.

Besides, with the game's quality system, this would allow for the existance of different vintages, wine brands and such... like "Village X's Merlot is the best Merlot in the world!" and things like that.

Another ideas that could diversify and make winemaking even more fun:
  • Harvest time: Just like carrots, grapes could be harvested on more stages (let's say the two last stages) thus allowing for things like "early harvest wines" - which are made from grapes harvested before late autumn/early winter so they are not so acid.
  • Resting time: the time the wine is left to rest could also affect its effects and/or quality.
  • Biome changes: harvesting the grapes in one biome and processing them on a different biome could also change their properties at the cost of obviously having to own 'two places'
  • Blends: Just like when you mix Cow milk and Sheep milk you get just "Milk", different grapejuices when mixed could form different "blends" for added properties.

The idea is that making wine stays exactly the same as it has always been - and you can simply harvest and press and drink it as usual. BUT - if you like it and are interested in it - there's a plethora of possibilities to explore on your journey to becoming the greatest winemaker on the hearthlands!

As for the effects, I was thinking that wines could have 2 effects:

The first effect could be fixed to all wines, only changing with their colors. So Red wines could buff Psyche, White wines could buff Charisma (for example)
As for the secondary effect, it would change from grape to grape. Some could buff stats, some could slightly reduce hunger gain, some could buff skills, etc... possibilities are endless!

and Blends, being a difficult thing, could have 3 effects, being the secondary effect of each grape of the blend added to it.

That's it :3
Thanks for reading through another one of my silly suggestions :D
Now let's have some cabernet sauvignon.... :P
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Re: Complex Winemaking

Postby dageir » Mon Apr 04, 2016 8:46 pm

We need mead. It is the oldest alcoholic beverage based on honey and water.
It fits HnH like a glove.
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Re: Complex Winemaking

Postby DaniAngione » Mon Apr 04, 2016 8:48 pm

dageir wrote:We need mead. It is the oldest alcoholic beverage based on honey and water.
It fits HnH like a glove.


I completely agree!
But, quoting myself

DaniAngione wrote:I think winemaking (and maybe, eventually, brewing - but that's a whole different thread) deserves a bit of love, too!


I'd love to see the same complexity to brewing. Flavoured mead, different ales, beers...!
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Re: Complex Winemaking

Postby wolf1000wolf » Tue Apr 05, 2016 8:02 am

I love this idea. Simple enough yet with depth on the players' end. Has potential to promote specialties and trade.

Only drawback is the backend work that this might involve. Would like the devs to finish up optimization first but perhaps down the pipe something like this would be nice?
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Re: Complex Winemaking

Postby Fostik » Tue Apr 05, 2016 12:19 pm

Yes, this is interesting, but what for?
We will get mutch kinds of wine, make of different kinds of grapes.
What all this will give in game mechanic?
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Re: Complex Winemaking

Postby wolf1000wolf » Tue Apr 05, 2016 6:32 pm

Fostik wrote:Yes, this is interesting, but what for?
We will get mutch kinds of wine, make of different kinds of grapes.
What all this will give in game mechanic?


DaniAngione wrote:As for the effects, I was thinking that wines could have 2 effects:

The first effect could be fixed to all wines, only changing with their colors. So Red wines could buff Psyche, White wines could buff Charisma (for example)
As for the secondary effect, it would change from grape to grape. Some could buff stats, some could slightly reduce hunger gain, some could buff skills, etc... possibilities are endless!
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Re: Complex Winemaking

Postby DaniAngione » Wed Apr 06, 2016 5:38 am

wolf1000wolf wrote:I love this idea. Simple enough yet with depth on the players' end. Has potential to promote specialties and trade.

Only drawback is the backend work that this might involve. Would like the devs to finish up optimization first but perhaps down the pipe something like this would be nice?


Yes, that's the idea :)
Oh, and I'm sure there are priorities... this wouldn't be ready overnight :P It's more like a suggestion for future implementation since drinking wine is not in the game yet :D
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