Stuff are too easy to acquire...

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

Stuff are too easy to acquire...

Postby Alitis » Fri Aug 24, 2018 11:20 pm

Things could be more complicated, for example:

- Crops, could be growing at a ( much ) slower rate , need extra stuff to grow properly, like, say, manure produced by domesticated animals and watering, either manually with a watering can or by digging channels where water would flow and water a radius of x squares ... otherwise crops should suffer heavy quantity losses . ( also birds or bugs could attack crops, and have measures of protection needed to be taken )

- domesticated animals don't even need water to survive. Food troughs should also be taking water . Another thing is protection from the sun, under trees or shelters. Stables for horses etc..
disease could be a thing too, saw that on another post. Also fights between them... Bulls do not tolerate other alfa males :P

- wild animals are almost all the same to hunt, with few exceptions I think. Boars, goats and Aurochs could be in packs, deer could run like hell from the beginning of the battle, foxes hide until you get very close, etc ( bring some wolves in, attacking everything in packs !! )

- Containers and vehicles are too easy to build, large stuff sould demand higher skill to construct, more materials like nails made out of nuggets, different kinds of glue and time for the glue to dry to be usable, make containers and vehicles themselves a tradable item in CF that way.

- Food, crops, meat, organic stuff in general could decay over time ( not wine or vinegar :mrgreen: ), that way a good production line would be needed to produce large amounts in short time and there will be less hoarding of consumables.

More could come up if you guys agree.

I do not intend to suggest things to be impossible. I sincerely believe that it will be more interesting and rewarding to increase the complexity of some things like the above. Besides there are allways alternatives and more could be implemented to encourage cooperation, interaction and creativity.
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Re: Stuff are too easy to acquire...

Postby neeco » Fri Aug 24, 2018 11:32 pm

One of the nice things about haven in my opinion, is that if you do not care about quality you can get to the full extent of the game's content rather quickly; excluding pvp and pvm. I think this is appealing for people who play the game more casually as hermits or small groups who don't bother with the heavy quality grind.
I like some of your ideas - especially the varied behavior of animals - but for the most part they seem like anti-QoL changes. There is some balance to be had between making you handle every tiny detail individually and making the game play itself. My preference just tends a bit more to the latter than yours.
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Re: Stuff are too easy to acquire...

Postby Alitis » Tue Aug 28, 2018 1:11 pm

No more opinions on these thoughts ?
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Re: Stuff are too easy to acquire...

Postby sMartins » Tue Aug 28, 2018 2:03 pm

Alitis wrote:No more opinions on these thoughts ?

Completly agree ... and pretty much all the above has been already suggested multiple times. Not easy to implement.
For example, wild life right now is not permanent, so they spawn and despawn, this would not allow for complex behaviors, tracking, etc.. they have no stamina as well, etc.. also caves should be dark and so on.
Those would be all good things .... the actual implementation is the problem. It would require a bigger picture for the game itself, while devs are still prioritizing technical stuff such as object control object and those things.
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Re: Stuff are too easy to acquire...

Postby thesourceofsadness » Tue Aug 28, 2018 3:08 pm

Mostly agree, but it may make H&H to be more "life simulator", and people, who wanna play "arcade style" may be frustrated. So, some balance should be found between realism and fun.
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Re: Stuff are too easy to acquire...

Postby DDDsDD999 » Tue Aug 28, 2018 3:31 pm

neeco wrote:One of the nice things about haven in my opinion, is that if you do not care about quality you can get to the full extent of the game's content rather quickly; excluding pvp and pvm. I think this is appealing for people who play the game more casually as hermits or small groups who don't bother with the heavy quality grind.
I like some of your ideas - especially the varied behavior of animals - but for the most part they seem like anti-QoL changes. There is some balance to be had between making you handle every tiny detail individually and making the game play itself. My preference just tends a bit more to the latter than yours.

This. Getting all the content isn't too hard, which is fine imo. But getting good quality (or at least competitive) stuff can be quite tough.
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Re: Stuff are too easy to acquire...

Postby iamahh » Tue Aug 28, 2018 4:18 pm

i can't find the time to do 10% of what I wanted in the game, playing since day 0

most of those activites needs to be repeated for curios, quests, food, spiraling

i fell like OP is not seeing the whole picture

i cant even bother to recommend trying the game with crows and plagues
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Re: Stuff are too easy to acquire...

Postby Lyrroth » Tue Aug 28, 2018 4:38 pm

Alitis wrote:Things could be more complicated, for example:

- Crops, could be growing at a ( much ) slower rate , need extra stuff to grow properly, like, say, manure produced by domesticated animals and watering, either manually with a watering can or by digging channels where water would flow and water a radius of x squares ... otherwise crops should suffer heavy quantity losses . ( also birds or bugs could attack crops, and have measures of protection needed to be taken )


Unless farming gets a lot quicker, it's a no-no. It would be a lot more tedious and time consuming. If You have small plot, it could explain your naive view.

- domesticated animals don't even need water to survive. Food troughs should also be taking water . Another thing is protection from the sun, under trees or shelters. Stables for horses etc..
disease could be a thing too, saw that on another post. Also fights between them... Bulls do not tolerate other alfa males :P


Stables were several time asked for. Also, a lot of people tend to have their lifestock underground (no sun aaaaaah vampire animals!) or inside houses. But I guess a nice rooftop/hood could be okay?

- wild animals are almost all the same to hunt, with few exceptions I think. Boars, goats and Aurochs could be in packs, deer could run like hell from the beginning of the battle, foxes hide until you get very close, etc ( bring some wolves in, attacking everything in packs !! )


How long do You play this? Goats often spawn in packs, sometimes several packs close to each other!!! Boars tend to spawn close to each other too, but not so close to call it a pack I guess. Deers in legacy used to heal each other, also running from horse riders would be pointless in terms of speed.
Wolves several time asked, planned as well and stuff.

- Containers and vehicles are too easy to build, large stuff sould demand higher skill to construct, more materials like nails made out of nuggets, different kinds of glue and time for the glue to dry to be usable, make containers and vehicles themselves a tradable item in CF that way.


Yeah because exquisite chest is cheap af. Yeah for some is, but even today, while having "everything" I still hestitate to build those... so expensive. Cupboard are "inside" only. You need higher skill to construct. Yeah sure if You're veteran it's not so hard as it was on beginning, but sooner or faster You learn the pace of the game and it doesn't matter. Also, people often asks for nails but it wouldn't change anything, unless You want to make it steel only and required by almost everything <evil laughter>

- Food, crops, meat, organic stuff in general could decay over time ( not wine or vinegar :mrgreen: ), that way a good production line would be needed to produce large amounts in short time and there will be less hoarding of consumables.


Yeah people ask from time to time for decay. Honestly, it doesn't matter much to be honest. Most of "valuable" consumables goes right away or soon enough and rest is just... leftovers from previous stages.

More could come up if you guys agree.

I do not intend to suggest things to be impossible. I sincerely believe that it will be more interesting and rewarding to increase the complexity of some things like the above. Besides there are allways alternatives and more could be implemented to encourage cooperation, interaction and creativity.


IN SHORT: Tbh, most of this post is either "this was proposed X times" or "did not played enough to know".
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Re: Stuff are too easy to acquire...

Postby Nikitan83 » Tue Aug 28, 2018 5:27 pm

honestly, i love your ideas! would be nice to see them implemented :3
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