Never To Return

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

Never To Return

Postby GamingRAM » Tue Jan 16, 2018 4:41 am

So this idea came from a combination of thinking of "expanding" the world in versus of resetting it, dungeons, and a series called "Made In Abyss".

Imagine a special chasm where anyone who delves into it cannot return to the surface, a one-way trip. Items found and retrieved can be sent back up through special means (I'm not quite sure how this would be done yet, (Make-shift mini hot air balloons? Upward Drafts?)). Items can also be thrown into the chasm, but unlike items that are sent up, those thrown into the chasm can appear pretty much anywhere (random pool similar to fishing up trash).

As you delve deeper, things become more twisted and difficult, as well as rules. (and you can't go back to previous levels) For example:

Level 1: Upon entering the chasm you lose everything and start again with nothing but your stats. (This only happens when you initially enter the chasm from the surface)
Level 2: Enemies will appear more frequently.
Level 3: You can no longer "claim" land.
Level 4: When logging out, your character remains.
Level 5: Death cometh.
Beyond: ???

In the chasms you can still form civilizations, farm, hunt and survive, just in a more.... Earthly, fashion.
Hunt: Bats, Bears, Boreworms, Slimes, Trolls
(Not implemented but I'd like to see: Giant Insects, Giant Snails, Goblins (as mentioned here viewtopic.php?f=48&t=53545&hilit )

Farming, Agriculture, and Foraging would need to be done carefully and be expanded upon to make underground life possible. Currently there's no way to get boughs, Towercaps take far to long to grow, and pretty much every Attribute would need to be obtainable in some way. Relying on what the overworld throws down your way could become to unreliable. So some ideas on expanding underground life in terms of survivalability:
- Cave Roots, Cave Potatoes, Exclusive Cave Fish, an alternative to Herbalist Table (the more I write the more I realize there's a lot that still needs to be fleshed out).

Of course there would still be treasure, unique building materials, enemies, more trolls, unique Localized Resources, and all sorts of Hellish-Abominations, but death is the risk to give your surface dwelling family a better life.

Chasm entrances don't always lead to you to the same place, where you first appear in this new world is random.
There would be multiple chasm entrances all over the world. The world they bring you to is singular, (no multiple underground worlds).
You wouldn't descend to the next level with a minehole, rather you find another chasm.
Chasms may not appear at the beginning of a new world, they could appear a few months in.
Occasionally chasms may close and new ones open.
Items sent back up from the lower levels would be especially valuable on the surface.
Items sent back to the surface appear near the chasm you originally entered from or flutter/fly towards an addressed Hearth Fire. (Flying items can be snagged before they ever reach their destination).
The deeper you go the more things stop making sense. Some really unique things can appear, (foreign fruit and vegetables for example), or more fantasy orientated things. Realism can finally start to take a back-seat.
(Alternatively this can be an expansion to the underground already post level 1, but I don't think anyone would like that)
What's at the bottom? Who knows? Maybe a gate to hell? Perhaps a way back to the surface? A bunch of turtles? Or maybe Jorb's room.

I don't believe this would "split the community". Most people would rather live on the surface. At most I think people would create chasm alts.

I think this would act as both a hard-mode version of the game, as well as an expansion to the world. Whether you want to delve down in search for treasure to send back up to the surface, take on a new challenge, or to find a new home for yourself, there's something for everyone.

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Map of the Made in Abyss's Abyss Image
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
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Re: Never To Return

Postby azrid » Tue Jan 16, 2018 5:10 am

Time to make a lot of alts.
I'd rather just see more content being added to the mine levels.
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Re: Never To Return

Postby GamingRAM » Tue Jan 16, 2018 5:18 am

azrid wrote:Time to make a lot of alts.
I'd rather just see more content being added to the mine levels.


Mine levels are pretty boring, not just from a lack of content, but more so structure. What's the difference between level 2 and 5? The walls are harder. It's just scaling and that I find incredibly boring. Each level looks the same, and feels the same. Why would you ever go to level 4 when you can go to level 5?

The underground does need more content though, especially to make cave living viable.
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
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Re: Never To Return

Postby azrid » Tue Jan 16, 2018 3:48 pm

So why not change the existing levels to be more unique rather than creating a new video game entirely within Haven.
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Re: Never To Return

Postby jorb » Thu Jan 18, 2018 10:44 am

I wouldn't mind alternate game experiences, but I don't think we're at a point where that can be our focus.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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