Proposal for Questing System

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

Proposal for Questing System

Postby GageKK » Fri Jan 06, 2017 6:03 am

Foreword
Before I begin, I would like to acknowledge that this idea may not be received well. After all, this is just an idea. Now having said this I ask you keep an open mind and remain constructive.
Idea
I recently posted a proposal regarding a reformation of the current questing system. After receiving a response from jorb mentioning that this is a major topic, I felt the need to further elaborate on what I thought it would take in order to better benefit the questing system. Currently, I think a weakness in the game is the starting area. I think this area is ultimately unnecessary. But, I also that I think it's something that can be used more efficiently. Now if we begin to think about creating new quests and ideas we're ultimately trapped with tutorial-style quests or chasing inanimate objects. These inanimate objects of course loosely representing NPCs. So here's the idea, we have two weak points in the game. Why don't we fix both by uniting the two? If we reformed the starting area to instead be a village or realm we could plant NPCs in this area to provide quests as well as quest boards for all players to complete. Each quest rewarding either an item, LP, etc. This now patches two weak areas by uniting and revising them.
Details
Location to teleport to just the same as you can teleport to the hearthfire
You can always to return to complete quests and socialize
Same character creation process included
When finished with creating a character you are randomly spawned into the game world just as before
Room for a potential story (personally not a fan of this idea)
more to come....
Benefits
Creates an area for players to communicate and trade
Provides a better questing system
Provides a more useful starting area
More welcoming to new players (new to haven and hearth)
^I would like to mention that this is a benefit that greatly rewards the game considering the financial struggles. If this game is uploaded on steam we are going to see a flood of new players. We would like to make them stay, yes?
This area provides a platform for testing new ideas such as message boards inside of the game. For example, having Apples for Oranges on a bulletin (perhaps in a tavern).
^If implemented correctly this could link the forum community to the in game community creating one cohesive community (for better or worse).
Different shops can implement in game purchases (for better or worse)
The only way to make sense of change is to plunge into it, move with it, and join the dance.
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Re: Proposal for Questing System

Postby overtyped » Fri Jan 06, 2017 6:09 am

Terrible idea, sorry. A part of haven you may see as an issue, in fact isn't.
There is nothing wrong with walking for hours and never seeing anyone. Because when you do actually meet someone, it's meaningful, but if you want a hub, it damages this aspect of the game.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Proposal for Questing System

Postby GageKK » Fri Jan 06, 2017 6:28 am

overtyped wrote:Terrible idea, sorry. A part of haven you may see as an issue, in fact isn't.
There is nothing wrong with walking for hours and never seeing anyone. Because when you do actually meet someone, it's meaningful, but if you want a hub, it damages this aspect of the game.

I understand where you're coming from. But that's the benefit of having this be a separate area. If you don't want to socialize, you don't have to go there. What my concern was with this is that it offers a soft landing for the potential influx of steam players that we might come to see. Sure veterans are perfectly fine with the current system. But financial strain is something that was mentioned in the announcement. This implies that the current situation isn't sustainable, or at least it isn't favorable for development. This means something has to change, or else the game is going to continue to limp on or slowly fade out. Unfortunately, the group of people that support the game the most may be those who are damaging it most by being resistant to change.
The only way to make sense of change is to plunge into it, move with it, and join the dance.
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Re: Proposal for Questing System

Postby overtyped » Fri Jan 06, 2017 6:36 am

GageKK wrote:
overtyped wrote:Terrible idea, sorry. A part of haven you may see as an issue, in fact isn't.
There is nothing wrong with walking for hours and never seeing anyone. Because when you do actually meet someone, it's meaningful, but if you want a hub, it damages this aspect of the game.

I understand where you're coming from. But that's the benefit of having this be a separate area. If you don't want to socialize, you don't have to go there. What my concern was with this is that it offers a soft landing for the potential influx of steam players that we might come to see. Sure veterans are perfectly fine with the current system. But financial strain is something that was mentioned in the announcement. This implies that the current situation isn't sustainable, or at least it isn't favorable for development. This means something has to change, or else the game is going to continue to limp on or slowly fade out. Unfortunately, the group of people that support the game the most may be those who are damaging it most by being resistant to change.

lol.. no.. the game is bigger and more active than it has ever been. Your idea is terrible. We already have a game with your idea in it, it's called salem, look at how that turned out.
When you streamline a game, and say, " huehue you can ignore the streamlined features and just play without" It tells me you know nothing about what makes haven charming, and it tells me you don't know a thing about human psychology. If this town gives any sort of advantage, it will be used even by the reluctant.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Proposal for Questing System

Postby GageKK » Fri Jan 06, 2017 6:38 am

overtyped wrote:
GageKK wrote:
overtyped wrote:Terrible idea, sorry. A part of haven you may see as an issue, in fact isn't.
There is nothing wrong with walking for hours and never seeing anyone. Because when you do actually meet someone, it's meaningful, but if you want a hub, it damages this aspect of the game.

I understand where you're coming from. But that's the benefit of having this be a separate area. If you don't want to socialize, you don't have to go there. What my concern was with this is that it offers a soft landing for the potential influx of steam players that we might come to see. Sure veterans are perfectly fine with the current system. But financial strain is something that was mentioned in the announcement. This implies that the current situation isn't sustainable, or at least it isn't favorable for development. This means something has to change, or else the game is going to continue to limp on or slowly fade out. Unfortunately, the group of people that support the game the most may be those who are damaging it most by being resistant to change.

lol.. no.. the game is bigger and more active than it has ever been. Your idea is terrible. We already have a game with your idea in it, it's called salem, look at how that turned out.
When you streamline a game, and say, " huehue you can ignore the streamlined features and just play without" It tells me you know nothing about what makes haven charming, and it tells me you don't know a thing about human psychology. If this town gives any sort of advantage, it will be used even by the reluctant.

Thank you for your input. I appreciate it.
The only way to make sense of change is to plunge into it, move with it, and join the dance.
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Re: Proposal for Questing System

Postby cyrus9586 » Fri Jan 06, 2017 6:59 am

My only issue with your argument is that you said all questing would be in this new area. So if you didn't want to socialize you would then be barring yourself from questing as well. You listed your pros but neglected your own cons.

As Overtyped mentioned Salem has this aspect. And I have played Salem besides many other things I did not like was the hub zone. To always have the safe zone took away from the thrill of even a basic trade. No one can harm you there. No one can kill you or steal from you. There is no rush when meeting people that may or may not kill you. I think that is central to HnH. "OMG a person outside my walls! Are they here to kill me? Are they scouting? Oh he says he is looking for X but whats he REALLY doing. Okay need to stay vigilant for the next few days. They may be back. Now hes a friend all went well...Or is he a spy?"

On top of that in Salem you can just walk out of the Safe zone and build a base there and now you can set up even easier trades or...wait for some noob to be stupid to leave the walls and then kill them...

W9 had Sevilla but even then someone from there could kill you or you could still be killed they would just leave scents.

Theres just too much to a hub zone for me to ever consider it personally. It damages the current game too much without offering enough in return to make it valuable to me.
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