Exploration, Fishing and Hunting payoff for leaving base.

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

Exploration, Fishing and Hunting payoff for leaving base.

Postby Crest » Mon Nov 17, 2025 4:54 pm

I've both wrote tons of ideas and read even more from others and watched as barely any get implemented or even acknowledged so this feels like a waste of time but I've got not much going on right now, so I'll post anyway.

The entire point of these suggestions is to make activities that you do OUTSIDE of your base have a better payoff. The way the game has worked for a long time has been, you go outside, you collect something, then you bring it back and grow your own in the safety of your own base. Animals, you go grab a few, get a male and female, now you're done with them. WWW's and Wild crops turn into domesticated crops. Between your animals and your farm your food needs are for the most part met. You've got your walled off minehole that you're basically safe in too. All your trees you grow are on lockdown too. You can self-sustain curios, foods, equipment, everything without needing to leave at all at this point.

So, there's 3 things I want to see brought up several levels to incentivize you to leave your base.
1. Exploration
2. Fishing
3. Hunting (Rare game)

I feel that we should incentivize people to leave the safety and comfort of their base or at least reward the ones who do.
As such I'd like to see things like Exploration having some really valuable and useful boons that extend well into the endgame. Multiple different biomes should have some sort of end game highly sought after foragable that feels worthwhile to go out and look for, risking your neck by doing so.
I really hate how exploration is a skill you pick up early game, level up a bit more for a while then you just drop it completely and the things you find off it are so underwhelming. People like finding rare and valuable things that everyone else will want, it's a way to keep people playing and wanting to go out of their base which keeps the game exciting for longer.
I get bored because almost everything I need can be found in my base by mid game besides animal hides and bones. I want to go out more but there's nothing out there worth going out for.
Fishing shouldn't just be a good early game source of food. I think the formula should always be - Thing that requires you to leave your base is better than thing that doesn't. In other words, the more risk the more reward. I thought that was going to be the case when Oceans were added but evidently not, they're still all good early game food that drops off a cliff once you get your own alternate industry up and going, like cheese production.
Finally, add some rare animals to hunt. Again, anything that has you go out into the world for extended periods of time is good.
For example -
Silver fox / Nine-Tailed Fox as rare fox variants.
Dire Wolf / Fenrir as rare wolf variants (you can even attach specific criteria for these to spawn, like during a full moon etc)
Wendigo as a rare monster you can find exclusively during the winter.
Make use of the seasons, people complain that there's nothing to do during them, may as well add some rare game to hunt during those seasons.

Maybe some legendary creatures too like Jörmungandr or Dragons which are extremely dangerous and require entire villages to slay.
I know the game is sticking low to the ground and doesn't want to go too far into the deep end of fantasy, but this game is undoubtably a LOW FANTASY setting. There are some magic and fantasy creatures like Dryads already. The rare monsters should be rare though, rare enough that you may not come across any for days even whilst out hunting for them. The point is not to turn them into just another animal that you mass kill because that'll lose its luster fast.

I think this sort of stuff is what the game is missing. I've always found that we lose something once everyone gets their walls up and basically become self-sustained and barely ever needing to leave and all the things that do require you to go out, like Exloration, Fishing and Hunting don't have the incentive needed to match the risk (hunting being the exception here but I know people who only hunt around their bases which isn't the same as going out and doing some extended hunting for some rare game like I've suggested).

I want a reason to larp as a wandering nomad/ranger. Seeking out rare, highly sought after forables and hunting rare game. I want to log in and have reasons to leave the base instead of doing some chores behind my walls then logging off again until eventually I get burned out and drop the game again. The excitement wanes once walls are up and you know you don't have to go out far from your base ever again.
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby sMartins » Mon Nov 17, 2025 5:04 pm

Someone can make a custom client with a bot that read that for me, pls?

Staying away from your base is always a good thing... I agree.
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby Audiosmurf » Mon Nov 17, 2025 5:13 pm

I think the low fantasy ship sailed with magical cave slime
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby Jenno » Mon Nov 17, 2025 5:44 pm

Bots are the reason you can’t have cool stuff in the open-world. Everything has to be designed with botting and cheating players in mind. :|

Our philosophy has been, and remains, that we – rather than spend our time fighting losing battles – should focus on building a better game with fewer incentives to bot. We try to take botting as a sign of a broken game mechanic, rather than as a sign of broken players.
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby vatas » Mon Nov 17, 2025 5:55 pm

Audiosmurf wrote:I think the low fantasy ship sailed with magical cave slime

Low Fantasy =/= Historical Simulation.

I think caves having weird stuff (that increases in correlation with depth) works with the kind of vibe Haven is going for.
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby Rebs » Tue Nov 18, 2025 12:40 am

Remove walls.
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby animary » Tue Nov 18, 2025 6:56 pm

Making wild animals the major danger from venturing outside will do more to promote travel and exploration than anything else. A bear will not attack unless you are within its radius of perception. Due to third party scripts a player can instantly initiate combat as soon another player appears on the map, you have no chance.
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby Hingle_McCringle » Wed Nov 19, 2025 4:14 am

I agree more content it always great but I disagree that having a higher pay off items will make a player who hides behind their walls come out.

They only way this works is if the thing you are using to get the player out cannot be found by any another player but yours. Questing would be a great way to do it but for what ever reason there is a core group of people in game who dont like them so the complain about trying to make them worth while.

Even with the current way things are you have to leave your walls to do stuff, you cannot just get some crops and a couple animals and boom game over..... you are never going to get high quality bred animals in the Q you can find wild unless you grind your life away for 6 months or a year. If you dont leave your village on a regular basis you missing a tonne of content
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Re: Exploration, Fishing and Hunting payoff for leaving base

Postby Hingle_McCringle » Wed Nov 19, 2025 4:16 am

animary wrote:Making wild animals the major danger from venturing outside will do more to promote travel and exploration than anything else. A bear will not attack unless you are within its radius of perception. Due to third party scripts a player can instantly initiate combat as soon another player appears on the map, you have no chance.


Has the idea of reducing aggro distance between players ever been suggested?
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