Village Specialties

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

Village Specialties

Postby WowGain » Mon Jul 05, 2021 4:18 am

To promote specialization within industries, something that can limit the feeling of being burned out by having to keep every single one of your vast grouping of different industries all at the same level of competitive status, I'd like there to be a mechanic introduced that allows a village to declare itself as specializing in a certain sort of industry, essentially a smaller version of a realm buff applicable to villages that gives certain advantages and buff toward types of industry present in hafen, i.e. farming, mining, perhaps even sub-industries such as specifically being tailored to brewing, cheesemaking, steel-forging, etc.

I feel that if properly implemented this could encourage work between villages, either in global trading by allowing smaller groups to be hyper competitive in one industry that they can use in conjunction with a major market to bring up their other industries through trade or in local groups by having several villages within a few thingwalls of each other that each excel in a specific area of the game and thereby encouraging these people to reach out and try to enact commerce and group play among one another - thereby bridging the gap in experiences between the two predominate styles of play in this game, those being massive faction play or hermiting
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Lord of Eirinsk, Duke of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
User avatar
WowGain
Under curfew
 
Posts: 1046
Joined: Fri Mar 07, 2014 2:09 am

Re: Village Specialties

Postby neiroshop » Mon Jul 05, 2021 9:05 am

I like the idea a bunch. I'd think itd need some authority requirement for the buffs however or at least scalability meaning larger villages would of course have more benefit.

I also feel like it shouldnt compete with realm buffs per se. It should probably be slightly more specialized.
Like lets say increase of Q in a natural resource of the village's choosing & other sub industries like cheese for instance could be even more specific to only include a specific cheese.


Mining, farming & hunting etc i feel should still be realm only stuff.
neiroshop
 
Posts: 9
Joined: Sat Oct 26, 2019 9:16 am

Re: Village Specialties

Postby Sevenless » Mon Jul 05, 2021 1:07 pm

I've always liked the concept, but I'm unable to mentally design a system that would be meaningful without being broken/powerful enough that factions end up creating dummy villages and negating the entire point of trade. Because we have to be blunt that the majority of things average people who would want to trade for are higher Q tools, and factions will be forced to specialize in those if given limited options and tools are one of them. Which means people will continue to want what factions have, but plebs will need to make things factions care about. Also worth noting: Food products aren't very "portable" compared to metal tools. The value of an inventory full of cheese compared to an inventory of top Q pickaxes puts it into perspective.

So my general question on this topic: How? The devil's in the details.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7610
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Village Specialties

Postby mulamishne » Tue Jul 13, 2021 9:55 am

One of the worst things in Haven is that there's functionally 2 megafactions, I feel like this would force that to continue which is kinda yucky.
User avatar
mulamishne
 
Posts: 557
Joined: Fri Apr 21, 2017 8:35 am

Re: Village Specialties

Postby Duane » Tue Jul 13, 2021 11:06 pm

Just add credos for villages. Commune with your idol. Easy peasy. The system is already there.

Make every quest have at least one part that involves sacrificing things to the village idol directly. It would also act as an item sink. Smithing village credo? Requires sacrificed metal bars, tools, and several irrlights. Jewelry? Sacrifice pearls, mother of pearls, goldbeater's skins, gemstones, or even entire baby animals to the idol. Farming? Massive amounts of crops, hay, animals or crafted farming-based curios. 2 sets of five levels per credo instead of just one set of five levels. increase quest count per number of 'tiers' completed.

Fuck, the more I think about it, the more I want it. +x stat bonuses to all people kinned to a village. Certain villages would become desirable for certain traits rather than their geography directly. It would even be directly impossible to benefit from the benefits of more than one village, because you can only be a member of one at a time.
Duane
 
Posts: 260
Joined: Mon Jun 07, 2010 3:54 am


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot] and 203 guests