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.