Slimes don't fit haven's setting and should be replaced

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Slimes don't fit haven's setting and should be replaced

Postby Sevenless » Sun Mar 17, 2019 12:51 pm

Setting wise (low magic, tribal gemanic focus) and visually slimes don't fit with the game.

I suggest that slimes be replaced with boreworms or a new slimey worm of some kind. Rather than "splitting" when damaged, more of them would tunnel out of the ground when a slime would normally split. Thematically they fit better, and I'd rather see lots of weird creepy worms corpses than splats of goo. If a new worm type was created, it could give slime as a butcher result to keep slime and slime foods relevant in the game. Alternatively that could flat out be added to boreworms.
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Re: Slimes don't fit haven's setting and should be replaced

Postby shubla » Sun Mar 17, 2019 12:53 pm

Slimes are nice!
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Re: Slimes don't fit haven's setting and should be replaced

Postby Headchef » Sun Mar 17, 2019 1:07 pm

Agreed sevenless they don't fit at all, should have never been added and still deserve complete removal..
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Re: Slimes don't fit haven's setting and should be replaced

Postby Vigilance » Sun Mar 17, 2019 1:24 pm

slimes actually break my perception of the fantasy and since they're so common compared to... trolls, per se, they're a frequent reminder that this game is definitely not the setting i had in mind all this time.

boreworms and trolls are fine because at least biologically they make sense in a way.
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Re: Slimes don't fit haven's setting and should be replaced

Postby Mr_Bober » Sun Mar 17, 2019 2:55 pm

Sevenless wrote:Setting wise (low magic, tribal gemanic focus) and visually slimes don't fit with the game.

I disagree.
The setting isn't low-fantasy (we have dryads and trolls, can teleport, can light a fire with a snap of our fingers, and there are giant ants, beavers, and bats with their own dungeons).
We already have a bunch of other things that wouldn't fit the germanic setting: crops like Tobacco and Peppercorn come from the Americas (or India, if we are talking black pepper); barley reached only the shores of Greece, and millet comes from the Far East and barely reached Eastern Europe; silk was exclusively imported from the Far East; spectacles were invented at the end of 1200 in Italy, and don't fit a tribal setting at all; Cylinder Hats were introduced in the 18th century, while the Chef's Hat dates back to the 16th century; foods like fishsticks and onion rings are of very recent introduction, and have no place in an ancient Germanic or Scandinavian setting either. Plenty of curiosities also make no sense, like slinky and cigars to name a few.

As you can see, there are plenty of items that "don't fit" if we want to be accurate. Also without devs giving us a specific setting, including which century we are supposed to be in, it's all just speculation what could have reached Northern Europe at this point and what not.
But unless we plan on removing several items and a few features, there is no reason to remove slimes. They are certainly not weirder than talking trees and rocks.

Let's also consider all the time and effort it took to the devs to make all these items. Without an extremely good reason, removing such things would mean throwing hours and hours of work in the trash.
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Re: Slimes don't fit haven's setting and should be replaced

Postby Sevenless » Sun Mar 17, 2019 3:16 pm

Dryads and trolls are not high magic setting specifically. Nature spirits and large monstrous beasts fit in well with a low magic/shaman setting. Dungeons consisting entirely of giant monstrous animals but generally lacking magic? Still applicable to a low magic setting although it could also fit in high magic.

Crops that arean't 100% realistically germanic don't matter so long as they fit the motif. Shamans and smoking various herbs fits well. Realism < Immersion.

Clothing I'll buy, cash shop hats in particular. But if we take those as "in period" for the game's setting we might as well start introducing glocks. Because hats are so wonky due to cash shop, I dismiss them as setting relevant entirely.

Let's also consider all the time and effort it took to the devs to make all these items. Without an extremely good reason, removing such things would mean throwing hours and hours of work in the trash.


"This took time to make" is not an argument why something should remain in game. I appreciate the work the devs do, but not everything they produce is worth keeping. That's just a reality when a game like haven is made, which has a vast volume of content.
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Re: Slimes don't fit haven's setting and should be replaced

Postby Headchef » Sun Mar 17, 2019 3:59 pm

Sevenless correct again, initial mistake costing time to make is no reason to not correct them.
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Re: Slimes don't fit haven's setting and should be replaced

Postby iamahh » Sun Mar 17, 2019 4:07 pm

store hats dont fit and hurts playability pls remove
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Re: Slimes don't fit haven's setting and should be replaced

Postby jorb » Sun Mar 17, 2019 4:13 pm

It's a bit out of theme, sure, but it's also an RPG trope, and Haven is pretty big on those. Not keen on removing anything ever.
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Re: Slimes don't fit haven's setting and should be replaced

Postby Mr_Bober » Sun Mar 17, 2019 4:13 pm

Sevenless wrote:Dryads and trolls are not high magic setting specifically. Nature spirits and large monstrous beasts fit in well with a low magic/shaman setting. Dungeons consisting entirely of giant monstrous animals but generally lacking magic? Still applicable to a low magic setting although it could also fit in high magic.

Crops that arean't 100% realistically germanic don't matter so long as they fit the motif. Shamans and smoking various herbs fits well. Realism < Immersion.

Clothing I'll buy, cash shop hats in particular. But if we take those as "in period" for the game's setting we might as well start introducing glocks. Because hats are so wonky due to cash shop, I dismiss them as setting relevant entirely.

Let's also consider all the time and effort it took to the devs to make all these items. Without an extremely good reason, removing such things would mean throwing hours and hours of work in the trash.


"This took time to make" is not an argument why something should remain in game. I appreciate the work the devs do, but not everything they produce is worth keeping. That's just a reality when a game like haven is made, which has a vast volume of content.


I don't really see the difference between trolls and slimes. Both monsters, neither uses magic. Dryads are actually immortal in this game, so those are the weird ones IMHO.

We didn't need tobacco for smoking, it could have been a forgeable herb, or simply hemp. Just like we don't need millet or barley for straw, wheat would have been enough. To me immersion is strictly related to realism, when we talk about things that do exist in real life. I'm all good with monsters and magic (since there is IRL reference), but if you place a giraffe in the middle of a Nordic setting, or tobacco in a pre-americas setting, that just doesn't fit.

I've specifically avoided talking about shop-hats because those are made to support the game, and it's ok for it to be funny. Cylinder and Chef's hats, on the other hand, are craftable items, not shop items.

As for the time argument, I disagree once again.
The only things made that NEED to be removed are those that damage the gameplay, meaning broken mechanics, bugged items, or items that can be abused. Anything else, is worth keeping and we should be thankful for.
To me "it doesn't fit my idea of setting" is not a good enough reason, especially with all the items mentioned above that already don't fit. If that becomes a good reason, then let's get rid of it all, because immersion and realism go hand in hand. Can't pretend to be a tribes man, going on a mammoth hunt, while wearing top hat, wielding a steel sword, and smoking a cuban cigar.

Devs haven't given an exact setting of place and time, and each of us sees it looks different.
To me, buildings, items, and realms take me to an early medieval-esque setting, not a tribal one, even if we don't have a proper urban and political system in place. I don't see the whole "shamanic" thing at all, other than the beartooth talisman and a couple of curios made with dreams.

To each its own I guess.
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