Dark Forest

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

Dark Forest

Postby azrid » Mon Mar 22, 2021 11:42 am

Haven should have a new biome called the Dark Forest.
In this area you would be able to obtain surface metals of low quality.
Monsters in the Dark Forest would give you increased lp gains and much higher chance of obtaining combat moves.
This area could have more mythical creatures lurking around:
Skeletons, goblins, trolls.
Being in this area would give you a stamina drain debuff so you couldnt just live here.
There should also be a restriction of building claims. Creatures of the Dark Forest would also hate man made buildings and have the ability to bash them.
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Re: Dark Forest

Postby Zentetsuken » Mon Mar 22, 2021 1:02 pm

This is a pretty cool idea, I actually had a very similar idea that they could implement as a sort of salem darkness inspired addition, but this sounds like nearly the same thing.
My idea was to have a new "dark waters" biome around the edge of the map with similar mythical creatures and more boat damage ticks and whatnot, could implement both ideas along the border for a pretty solid haven take on darkness.
Just have to make sure that any mobs that can be butchered in to something particularly good cannot be cheesed.
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Re: Dark Forest

Postby VDZ » Mon Mar 22, 2021 1:35 pm

This doesn't feel Haven-like at all, being more like a general high fantasy setting. (Then again, I also think Dungeons feel un-Haven-like...)
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Re: Dark Forest

Postby Tamalak » Mon Mar 22, 2021 1:42 pm

I'd love to see more RPG content like this. I've always thought of this game as the game UO should have been.
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Re: Dark Forest

Postby azrid » Mon Mar 22, 2021 7:26 pm

VDZ wrote:This doesn't feel Haven-like at all, being more like a general high fantasy setting. (Then again, I also think Dungeons feel un-Haven-like...)

There are trolls, giant snails, slimes, giant bats your vision of the game has been lost a long time ago. They also want to add dragons.
Zentetsuken wrote:This is a pretty cool idea, I actually had a very similar idea that they could implement as a sort of salem darkness inspired addition, but this sounds like nearly the same thing.
My idea was to have a new "dark waters" biome around the edge of the map with similar mythical creatures and more boat damage ticks and whatnot, could implement both ideas along the border for a pretty solid haven take on darkness.
Just have to make sure that any mobs that can be butchered in to something particularly good cannot be cheesed.

No reason why this idea cant be expanded to the water biome.
I agree the rewards should be convenience boosts so it doesnt become something annoying you have to go through to play the game.
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Re: Dark Forest

Postby GamingRAM » Mon Mar 22, 2021 7:48 pm

Sounds like someone's been playing Valheim

https://valheim.fandom.com/wiki/Black_Forest
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Re: Dark Forest

Postby loftar » Mon Mar 22, 2021 8:10 pm

I don't mind the general idea, but I'd rather it be more akin, in some manner, to the old concept of the Civilization rating from Legacy, where the civilization rating is independent of the biome (though I guess the biome could be part of the civilization calculus), and is indicated more in terms of other graphical effects (not sure exactly what, desaturation, cloudiness, weird fogs, &c&c). It could also be conceivable, for example, that remote continents natively have lower civilization ratings.

VDZ wrote:This doesn't feel Haven-like at all, being more like a general high fantasy setting.

I don't think this counts as particularly "high" fantasy, it's just a wild and hostile part of the world as far as I'm concerned, and it has long-standing precedents both in terms of, again, Legacy's civilization rating as well as Salem's Darkness. I'd also just like to add as a general observation that Haven wasn't really ever intended to be hyper-realistic, it's more that we want to keep the more magical elements away from everyday/mundane gameplay (lest they become commonplace, and therefore not special).
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Re: Dark Forest

Postby TerraSleet » Mon Mar 22, 2021 8:18 pm

loftar wrote:It could also be conceivable, for example, that remote continents natively have lower civilization ratings.

I like this idea. Gives people more incentive to travel the high seas and colonize the outer continents, even if just to set up a hunting/gathering outpost.
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Re: Dark Forest

Postby abt79 » Mon Mar 22, 2021 8:24 pm

loftar wrote:we want to keep the more magical elements away from everyday/mundane gameplay (lest they become commonplace, and therefore not special).


on an entirely unrelated note, would interesting to see how often each Hearth Magic was used this past world, if you're going to do a world stats breakdown as was discussed/begun on stream
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Re: Dark Forest

Postby loftar » Mon Mar 22, 2021 8:35 pm

abt79 wrote:on an entirely unrelated note, would interesting to see how often each Hearth Magic was used this past world, if you're going to do a world stats breakdown as was discussed/begun on stream

I don't track those in general, so I'm afraid I can't do that.
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