On the state of the dungeons — a first time experience.

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On the state of the dungeons — a first time experience.

Postby zebratul » Sat Dec 29, 2018 10:40 pm

I would like to share and report my first experience and findings on the dungeons, specifically, an ant dungeon.
I must preface this by stating the obvious — i haven't played the game for the last year and a half, or maybe more, so a lot of things are new to me. Pushout is great, hearth with cart is cool, wardrobes, drinking rework — all good QoL changes that reduce tedium. However, the actual new game design elements — dungeons — seem flawed.

Here's a short list of things that i found frustrating, unclear or downright broken.

1. The dungeon is massive and very, very time consuming.
As a first time player, i didn't know a lot of ant mechanics, so it took me over 6 hours to finally give up on this dungeon.

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As soon as i entered the first room, i got the general idea — ants spawn in waves, defeat them, the doors open. The experience was very very grindy in the first rooms (my flex-button-spamming hand almost had a cramp IRL, too much flexing), and not rewarding. It got almost mechanical, run, get 2 IP, flex once for mounds, twice for dog-ants, thrice for the big honey ants. There were very little tactics or strategy, terrain is boring and the rooms are all the same (there was 1 room with a stalagmite maze, it was cool). The danger only comes from ants attacking in groups of 4, and then continiously spawning back.

However, soon i ran into a room with seemingly endless ants, who dropped keys. I kept killing them, waiting for the trusted room-opening mechanic to kick in, collecting keys, thinking, maybe they are for the treasures. I wasn't able to go through the room and had to go to sleep and heal.
My stats:
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2. Key-spawning room are badly designed.
After coming back the next day, i've figured the keys mechanic — some rooms have unlimited (near unlimited?) pool of ants and have to be bypassed via keys. However, most of the keys i had seemingly didn't lead anywhere — they were from already opened rooms, a lot of the keys i've grinded were from the same 1 or 2 doors (i didn't know that), different room keys were mixed up.
This is very counter-intuitive, and seems like lazy game design. The keys need to look different (they even look like one of the curios from the same place, ffs). One of the solutions — just randomize the hue of the key depending on the room (or have a set of colours, black, grey, brown, etc), or add a text description to them (crooked key, twisted key, chewed key, etc). Maybe add a inspect description to doors («this door is guarded by ants» -> kill more, «this door looks chewed upon» -> use chewed key, «this door is controlled by a shrine somewhere» -> use a shrine key). And, most importantly, the keys should stop dropping if all the doors in the room are opened.
Maybe indicate unlimited spawn room by bubbling earth mounds that spawn ants?

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3. The loot is worthless.
Here's how the general loot looks in the place (as far as i've reached).
There are 3 sources of loot in the and dungeon: A. actual ants, B. ant pupae, C. ant eggs loot chests. Sadly, there are issues with all 3 of them.
A. Actual ants. Since some room have unlimited amounts of them, the ants are mostly un-butcharable. However, some of them are not, and are an actual source of chitin, meat and guts. But, there's no way to differentiate the two. Maybe make spam-ants insta-despawn.
B. Ant pupae. These are generally worthless, spawning some 30-50q ant bits. The only item of worth are Needles with LP/H of ~400, maybe ant soldiers. The rest are foragables that would be much, much faster and easier to collect outside.
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C. And eggs chests. These are just bigger pupae. More soldier ants and Needles for you to enjoy (?). Again, terribly not worth the time.
Summing up, these rewards are only worth to 10-statted newly burned in Hearthman, but he would not survive here.

4.The disaster.
Despite the hardships, i pushed forward, intrigued by branching paths of the dungeon, and slowly increasing loot Quality. But, as i soon discovered, the dungeon was bugged (in a game-breaking way.)
After about 4 hours since entering the dungeon, i've cleared out every room, except two:
The bugged room: Image
This room was situated after an unlimited room with 3 doors. I've used the keys on all of them to progress, this room was the first. It was empty when i entered, and the door was locked. I didn't pay much attention to it, and moved on.
The shrine room:
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This room, too, came empty. Which, i guess, was intended. But i soon realised that i haven't seen the shrine to open this one.
I've began collecting keys to the unlockable door, farming the room next to it, but it was in vain.
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Every key i've collected there, was useless — the key only open doors in the same room the ant generated from.
Random roaming ants didn't help either — they didn't spawn in that tiny hallway.
However, i've found out that you could despawn keys by clicking them on matching door arches that has already been opened. They disappear afterwards.

5. Epilogue.
In the end, i was forced to leave, after 4 trips, totalling up to 6 hours. This was a disaster of an expedition, massive waste of time, and a whole bunch of frustration.
Gathering the reports, bat dungeon appears to be as broken and bugged as this one, maybe even more. Beaver's lodge seems to work alright, for the most part.
Please, consider a round of polish on these dungeons.

This was the only original piece of loot i got out of the dungeon, hilarious:
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Re: On the state of the dungeons — a first time experience.

Postby SnuggleSnail » Sat Dec 29, 2018 11:07 pm

With regard to rewards, please make the heart containers soulbound, or just replace them with something else in easier dungeons. Having a tradeable source of health gain with no diminishing returns that nabs can easily farm seems bad. The heart containers themselves aren't even useful for lower tier players, outside of trade.
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Re: On the state of the dungeons — a first time experience.

Postby AntiBlitz » Sun Dec 30, 2018 5:51 am

yeah, seems my dung for ants is bugged too, i couldnt get the damn key to work. i ended up dropping it, but it still hasnt respawned, so not sure what happened, so its just there lol. cant be completed. there are a few beaver dungeons that nobody can enter, they are facing cliffs in the water, so you cant get to the door.
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Re: On the state of the dungeons — a first time experience.

Postby DDDsDD999 » Sun Dec 30, 2018 8:33 am

The keys are pretty unintuitive, made my first dungeon really long since I had a bunch of keys that all look identical and I didn't know which doors they'd go to. Once you know what they do though, they don't really affect the dungeon crawl at all, except the really annoying times where you're in a room that only spawns one ant every minute, and never drops the keys. Agree that they should be changed.
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Re: On the state of the dungeons — a first time experience.

Postby Ardennesss » Sun Dec 30, 2018 8:53 am

The last boss room shouldn't be opened by a key on a pedestal, the pedestal should just function as a button you press that unlocks the door. As far as key rooms go, it's also counter-intuitive to have to pick up the key and right click the door with it. Right clicking the door while you possess a key that would open it should be basic functionality. I'd also like to see something like a "dungeon map" drop in the loot sacs all around the dungeon, would be a nice surprise. But I agree with previous points about the heart containers as well, they are going to become a very large problem next world and might even replace currency items such as pearls. 5 hp means nothing to your average sprucecap, but everything to titans who can afford to buy them 100 at a time.
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Re: On the state of the dungeons — a first time experience.

Postby azrid » Sun Dec 30, 2018 5:51 pm

I am curious what combat deck you used. Because it sounds bad.

I like the hearts as rewards since you can't bot them and hermits have the ability to collect them and then meaningfully plug into the global economy.
Of course for the owners of titans it would be better for them if they didn't have to interact with dirty smelly noobs and only had to spam food in their base.

I have also gotten wild dreams from the ant containers but very rarely.
I guess if hearts would be removed as a reward the boxed rewards should be improved.
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Re: On the state of the dungeons — a first time experience.

Postby zebratul » Sun Dec 30, 2018 6:08 pm

azrid wrote:I am curious what combat deck you used. Because it sounds bad.


I was using this. Any tips?
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But keep in mind, i've spend about 2 hours trying to finish the unlimited ants rooms because it super unclear how to proceed, not because killing any particular ant took too long.
Still, i had to gain 2 IP on every ant, then use 1-3 flexes, then sting.
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Re: On the state of the dungeons — a first time experience.

Postby jorb » Sun Dec 30, 2018 9:42 pm

Some good points here. Will look at it.
"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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Re: On the state of the dungeons — a first time experience.

Postby azrid » Sun Dec 30, 2018 11:07 pm

As expected. All that ip collection will add up so much time to your total run its not worth it.
You could easily just do uppercut+sideswipe vs one ant.
Punch em both+full circle vs 2 and more with your stats.
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Re: On the state of the dungeons — a first time experience.

Postby zebratul » Mon Dec 31, 2018 7:58 am

azrid wrote:You could easily just do uppercut+sideswipe vs one ant.
Punch em both+full circle vs 2 and more with your stats.


Thanks, i'll give it a try.
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