ideas for a new world

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

ideas for a new world

Postby Clemence » Mon Jun 24, 2019 8:42 pm

OK H&H is not a game, it's a society simulator.
We got realms, powerfull villages and hermits lives there lifes in diferents ways.
If you devs want to make it more realiste, you there are two points that you should look IMO :

1 - soil quality in large zones and soil quality that matters :

Factions in this game are like empires, civilisations, look at aztecs, egyptians, sumerians, etc
Those civilisations were born in some places for a reason : quality of soil.
By soil I mean the soil is fertil, the climat is right, plants grow well, then animals, etc, look at Nile valley, tigre and euphrate etc ...
Powerfull people build there palace in the center of fertility, and the more you go away, the less fertil is the soil and the people are more and more poor.
And that's OK, an hermite could live in a not-so-good land, if this land is safe cause it doesn't interest the powerfull and rich people.
Society is building with this shem and it works.

In H&H, soil quality dont matter at all.
Quality is just randomly put all over the map.
That's not realistic, that's not what we see in real world, so how could this game be a simulation ?
My argument is not about all type of quality, its ok if cactus are of a better quality in desert, and so on.
But IMO there must be some lage zones of soil quality, and that soil quality may be relevant.
Look at the planete from the space, the fertil lands are in zones like the oceants, the deserts, the montains are.
So you can have bigs factions in central fertil zones, and each player can find a place according to his gameplay :
- want to have peace and leave a casual life : go to the border
- want to fight a bit for power : go to the suburb
- want to join civilisation, go to town and join a faction

2 - less rivers :

Now we have oceans to seperates peoples, what is the point of having all thoses "rivers" with no bridges ?
When you go outside, its just a boat game, why ?
Now we have the sea, there could be rivers near the sea if you like that stuff, but what is the point of making rivers the main travel chanel, IRL people build roads to travel in most part of the world.
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Re: ideas for a new world

Postby Zentetsuken » Mon Jun 24, 2019 9:15 pm

Right now soil quality is fully dictated by your ability to create mulch in compost bins, however I believe that what you are explaining was once an actual mechanic during one iteration of the game. The soil quality was not dispersed in realistic ways but I believe that the quality of soil you used to grow your crops on was actually semi meaningful at one point. Perhaps having a more realistic terrain generation could be interesting but people are already crying every day about the vast majority of local resources that become claimed in some way. I don't think that limiting farming progression to very specific locations is going to go over well.
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Re: ideas for a new world

Postby MagicManICT » Mon Jun 24, 2019 9:37 pm

Nobody cares about soil quality because it takes less than a month for compost bins to outpace even the best natural soil. Maybe that's a flaw in itself and needs to be rectified.

Clemence wrote:In H&H, soil quality dont matter at all.
Quality is just randomly put all over the map.
That's not realistic, that's not what we see in real world, so how could this game be a simulation ?

Well, if we saw more realistic map generation, it'd look more like how it is done in dwarf fortress. For all intents and purposes, it might as well be random. I think the goal of having a variety of terrain, flora, and fauna are more important than being any sort of realistic. It's not like we're playing an evolution simulation.

Also, the premise is flawed--this isn't a simulation. It's a game loosely based around Germanic and Slavic iron age mythology.

Clemence wrote:what is the point of having all thoses "rivers" with no bridges

plans are in the works to provide such. As I understand it, the code and designs for this to happen are the next project after the client update is finished. How long bridges will be afterward is unknown (expectations are that they should be possible, but no promises.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: ideas for a new world

Postby Clemence » Mon Jun 24, 2019 9:55 pm

lets see the big figure : geographie.
now in H&H, soil quality mean nothing when you have to chose a place to live
we have realms buffs, cant we imagine a H&H world were quality of soil just give a sort of buff to speed of plant groth for all the plants, chance of improving quality, like a fertil land give ?
reason of conflicts IRL were often access to this "buffeed" land, that make sens IMO
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Re: ideas for a new world

Postby azrid » Mon Jun 24, 2019 11:51 pm

Chasing realism in soil will not produce any interesting content.
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Re: ideas for a new world

Postby pppp » Tue Jun 25, 2019 7:37 am

Perhaps the next map generator could give us slightly more fords to cross rivers. Also river width could vary or at least have narrower sections, optionally at the cost of "high current" water tiles which are more difficult to swim. The point of making river sections narrow is to allow bridging with crossroads, which is sometimes not possible. Sucks if "not possible" applies to the whole river length.

Would love to see rivers having a direction which is not upwards and have width increasing downstream.

Allowing horses to swim a short distance could be a thing too.
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Re: ideas for a new world

Postby jorb » Tue Jun 25, 2019 7:53 am

azrid wrote:Chasing realism in soil will not produce any interesting content.


Some case for this. Soil q used to hinder crop q, and we have considered mechanics like that again, and may well implement them at some point, but there's a good chance that it doesn't add a whole lot.
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