New world implementation idea

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

New world implementation idea

Postby LagannPM » Sun Nov 19, 2017 7:26 am

Many players crave for new world but looks like devs out of ideas for it.
Here’s my attempt.

Current situation is…
Current local resource system has vital flaws. They got timed by alts besides some players didn’t even had a grip on some of resources because they got collected/bought out by large groups. Even process of waiting for spot to spit out resources is irritating.
Lategame and statcap was always the hot topic on forum. Now to develop your toon you just need to get all seeds and animals bunker up and dig below, time will do the rest. You have no reasons to leave your cradle except for pvp.
My thought are the following…

Rework biome system:
Introduce new system based on humidity/temperature/elevation values.
Image
*Saltmarsh and alpine is the only ones that depends on elevation.

Simply speaking is to create 3 heightmaps for those values and combine them to create biome map.Every biome has its range of values and will appear on reaching them on heightmaps. Like this every region of the world will be unique.
This will be good foundation for weather and seasons updates. And beside there will be plenty of room for new animals and critters.
We’ll have world with large biomes and they will be distributed pretty wide and it will take single toon half of his life to meet all the places. We can use it for local resource rework.

Local resources rework:
Game has plenty of lovely fruit bearing trees and berry bushes but they useless by themselves (have few usages).Why not to make pear tree associated with certain biomes where it will blossom and bear fruits for fellow who lives beneath its branches. But unfortunate for poor guy on the other side of the map pear can only be seen in book pictures. Pear tree will not blossom there and give fruits. That’s basically my idea of local resources. Use map generation to provide players with raw materials for creating local goods. For example Perry (pear cider).Of course this may not end with just alcohol there could be other goods but idea the same. Those goods will be region based and could be only acquired from there. Precious gems and metals should be also generated regionally (deeper you go more variety per square mile
Now We’ll have huge world with various unique goods but what are they for ?

Character development:
First of all rework drinks and add new ones.
As for food we can remove some food satiations from food or add new ones, or even add debuff for only eating local food. But people prone to not like negative effects and satiation system. Instead I suggest to introduce new buff effect which will decrease satiation gain of all consumed food.
Level 1: 10% decrease for 1 recently consumed exotic food
Level 2: 17% for 2 exotic food
Level 3: 21% for 3 exotic food
Level 4: 23% for 4 exotic food
Level 5: 25% for 5 exotic food
Also to decrease rate of gaining attributes on high levels increase food satiation gain for food with that attributes. Effect from exotic food will nullify this effect and exotic food will be necessary for arms race
This will bring the need of trading between players for further character development.
Trading and its expanding:
World now have a lot of trade goods which has high value in certain places. This will push players to communicate more and form trade routes.
This may lead to creating huge trading hubs and improve social experience. For example every realm can assign place for trading hub. People will come there to buy and sell stuff. Non realm citizens will have to pay additional fee for goods that will accumulate in realm coffer.
With increased trading we’ll need new ways to transport goods. Add ability to hire nidbanes for guarding transport and further teleporting wagon home if its empty (nobody wants to click lots of miles to get empty wagon home)

Water expansion and development:
Game lacks oceans like a way to travel big distances without bumping into every tree or without looping around in river systems. Also coastal harbor is good trading spot.
Also ability to create coastal constructions will be good (piers and docks for parking knars)
Adding ocean will give access for further development like new fish times, pearls and shells for jeweler , scales and carapace for leatherworker. New animals types (Kraken for lost fisherman…)

Also:
Change stone and trees type generation.Trees associate with biomes , generate stone in huge deposits so that every region will have its unique looks.(fuck my friend for not building stuff because he needs exact stone and wood types).
Generate salt deposits below ocean surface.
Glacier as source of ice (ice tea everyone ...?)
Add new crops for new biomes.
Add unique underground crops for this hermit credo.
Exotic food recipes will require learning points (every following recipe x2 cost of previous)
For ocean new types of ships (trireme and galleons)
Piracy and plundering caravans!
Make the world round ? ;)

QA:
How to limit players to grow exotic crops not in the right place ?
Every crop/tree/bush will have their own humidity/temperate values that will affect their grow speed or stop it completely.

How server will determinate what exotic for character or not ?
Link to hearthfire.When changing location of hearthfire give debuff - homesick (local food preferences won’t change)
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Re: New world implementation idea

Postby maze » Sun Nov 19, 2017 8:10 am

biome are already in the pipeline to be made/changed. if you look at the current map gen it was semi tested.
As for heat/cold. This will also likely end up one day but it's not the top priority as there is a bunch of things that need to be flushed out before survival mechanics.

There also a seasons and day/night cycle in the pipeline somewhere....

Local resources need to be reworked no doubt before a new world...

World trading is to easy with roads/teleporting, so exotic things don't work very well.
Removing Roads/teleporting (not home teleport) has been on the minds of some players in the community (mostly those who know roads are basically speedways for raiders and do little for the community).

Oceans have been asked for a number of times and J&L are always shooting it down it down as basiclly a (large space that will never be used).
Ideally Oceans should come with a fishing update + fishing trade (large fishing, fishing boats, trap fishing).
docks have been asked for since world 2. it will come...one day....

trees and stone are already biome specific.
it's just trees grow in 3-4 biomes each.
WARNING! MY ENGISH SUCKS.
game ideas
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Re: New world implementation idea

Postby iamahh » Sun Nov 19, 2017 1:53 pm

yea make each region special and producing different buffs, better with ageing, so people can trade their special products over time

but with fast traveling this would all be less valuable, unless is restricted to community markets, maybe each Real could build one
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Re: New world implementation idea

Postby MagicManICT » Sun Nov 19, 2017 4:28 pm

LagannPM wrote:Many players crave for new world but looks like devs out of ideas for it.

Worlds are, for the most part, only reset when it is needed for development reasons--new LP system (w4), major game engine update (w8), critical server crash (w5) to name a few. There have been a couple exceptions where the world was reset even though there wasn't an explicit development need, but so far they have been exceptions.

Maze's post sums my thoughts up fairly well on your overall post. I hesitate to lock this, but so many of the ideas already exist in their own threads with existing discussion. It's not because your ideas don't have merit, we just have a general rule of not making "grab bag" type threads in C&I, even when you pull the different ideas together. I would suggest familiarizing yourself with current discussions and contributing there.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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