Archeology (Beach Salvage for Ruins)

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

Archeology (Beach Salvage for Ruins)

Postby sakiji » Mon Jun 26, 2017 11:43 pm

Beach Salvage is an extremely nice feature, at least for late starters. It's like a box of chocolates, you never know what you gonna get.

I started only recently into World 10, quite late, but beach salvage to a degree allows me to catch up.
One time I deliberately set out on a "beach run", with the goal of finding flax/hemp seeds that I was lacking and within 30 minutes I had 100 Q50 flax seeds I needed, much better than what I could've found in the wild at that point.
It's frankly a joy having a chance at "everything" when you still have nothing -clearing your inventory, so that maybe even the B12 of that drowned unreclaimed warrior can find space into your pockets, you never know.
Additionally, beaches are very beautiful.

Quite inverse to that are ruined settlements, they littler the environment are ugly and commonly very dissapointing.
When a village is being attacked all containers will usually be destroyed, leaving all items of the floor - just to dissapear into nothing shortly after which doesn't make too much sense, except for fresh organic items.
The same happens when a settlement decays.
There are so many ruins, that really have no justification for existing in gameplay terms.
If like on beaches you had a chance of finding decayed non-food items in ruins it would give them some purpose as a fun catch-up mechanic for newbies or hermits.

The specific implementation may pose some problems though, a global item pool for waterbodies makes sense taken with a pinch of salt, but does not with villages.
Would there be only a local item pool per ruin, or possibly a shared item pool but split between former village and personal claim pools for balance reasons?
Can a former claim even be turned into a spawn node?

Long story short, really dissatisfied with the way ruins disfigure the landscape.
Would tie in well with decaying pavements http://www.havenandhearth.com/forum/viewtopic.php?f=48&t=52810
Maybe the "harvestable" objects could be dilapidated or ruined buildings, if not for just stuff sticking out of the ground, like beach salvage.
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Re: Archeology (Beach Salvage for Ruins)

Postby sMartins » Tue Jun 27, 2017 12:49 am

I think once the claim is gone the decay should be a bit faster ... and everything coming back to Wilderness state, even stumps and paving.
Would be cool also some new texture for houses and stuff like this:
Image
(but properly done, of course)
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Re: Archeology (Beach Salvage for Ruins)

Postby viznew » Tue Jun 27, 2017 1:12 am

sMartins wrote:I think once the claim is gone the decay should be a bit faster ... and everything coming back to Wilderness state, even stumps and paving.
Would be cool also some new texture for houses and stuff like this:
Image
(but properly done, of course)



yes with a small chance of staying "fully intact" other wise it can make like runied verions were part is collapsed or like for great hall no inside just a ruined space you can roam around never acually going "inside" i think would be amazing
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Re: Archeology (Beach Salvage for Ruins)

Postby SANICHEGEHOGE » Fri Jun 30, 2017 8:21 pm

viznew wrote:
sMartins wrote:I think once the claim is gone the decay should be a bit faster ... and everything coming back to Wilderness state, even stumps and paving.
Would be cool also some new texture for houses and stuff like this:
Image
(but properly done, of course)



yes with a small chance of staying "fully intact" other wise it can make like runied verions were part is collapsed or like for great hall no inside just a ruined space you can roam around never acually going "inside" i think would be amazing

it would be amazing if you could still go inside but theres large portions blocked off by sections of the ceiling.
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Re: Archeology (Beach Salvage for Ruins)

Postby sMartins » Fri Jun 30, 2017 10:04 pm

I think you should not be able to go inside anymore in buildings after some time ... so new players won't spoil their game taking super advanced stuff ... it should only be possible for a shorter amount of time than right now ..... lets say when it turn with vegetetions on them you won't be able anymore to go inside. Then next step everything decay and everything turn back to wilderness state.
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Re: Archeology (Beach Salvage for Ruins)

Postby jorb » Thu Jan 18, 2018 12:04 pm

I think we could do a whole lot more with ruins in terms of more beautiful decay, salvage, &c.
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