Into the North

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

Into the North

Postby Reynolds » Sat Jan 23, 2010 4:38 am

Next map reset, I have an idea.

When you make a character, you could chose roughly where to spawn with wilderness spawns. North South, or "I'm new here." Clicking the latter would bring you to the Ring of Brodgar, where you would learn the basics somehow. The ROB would be neutral, like it is now.The North and South both have pros and cons, but are an equal challenge.

The North
A new addition would be the heat scale. Cold on the left, hot on the right. You aim to stay in the middle. Being to hot or cold drains SHP and stamina. In the North, things get cold. At night, it is wise to throw up a fire and camp out, as it gets far colder at night. Perhaps the landscape could look different as well, snowy and thick forests. Animals won't come out during night, except for wolves, bears, and the like. No foxes or boars in the North.

The South
In the South, it is wise to travel at night, when it is colder. The heat is terrible, and animals don't come out in the day, except for a new addition, snakes. They should be able to poison, taking HHP. There are no bears in the South, just foxes, snakes, and boars. No bears would be a major drawback, so crocodiles could be added in, equally as deadly and useful. The South would barren, rocky, and have small shrubs that work like trees, but can't be chopped. Instead for building, one would use adobe.

To help settlements, being on a claim or village claim would keep your heat towards neutral, it would still fluctuate, but not enough to do SHP damage. The North and South are to encourage trade, and to give H&H a variety. I'll add to this when I have a good idea, this is not done.
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Re: Into the North

Postby Jackard » Sat Jan 23, 2010 4:40 am

i got the impression that theyre not interested at all in adding hot climates
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Re: Into the North

Postby sabinati » Sat Jan 23, 2010 4:41 am

well the south stuff doesn't seem to fit the germanic theme or whatever
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Re: Into the North

Postby Lothaudus » Sat Jan 23, 2010 8:58 am

Fuck the Germanic setting. Deserts and different climate areas would be cool. 8-)
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Re: Into the North

Postby Chakravanti » Sat Jan 23, 2010 10:13 am

Cold and regular. I definitely don't see tropical settings here.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Into the North

Postby DocDude » Sat Jan 23, 2010 12:44 pm

Sounds like the nights in cold areas will be even more annoying then the nights in the current game, so people will try to avoid playing these hours.

deserts would be weird if there will be no trees. and deserts also tend to be shit cold at nights.

The general idea of having different resources in different parts of the world sounds solid, and im sure the devs already thought about it.
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Re: Into the North

Postby Potjeh » Sat Jan 23, 2010 1:22 pm

I don't see why everything has to be symetrical. Just having a cold climate would be neat, especially if we get seasons as well.
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Re: Into the North

Postby Flame » Sat Jan 23, 2010 10:56 pm

i think we can't say that this small world should know the North or South. Only Season.
(the world seems to me too much little to have a south or a north.)
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Re: Into the North

Postby SeanPan » Fri Feb 25, 2011 8:35 am

Necropost, but better than opening a new post on something already covered:

While I'm not necessarily sold for the need for different climates(though the idea of certain crops thriving in different regions is appealing for trade reasons), I like the idea of chill and warmth. Being caught in the cold without building a fire or being bundled up enough should carry a debuff. It'll be a real reason to be indoors, and for newbies to build a house.
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Re: Into the North

Postby Imrahil » Fri Feb 25, 2011 12:54 pm

SeanPan wrote:Necropost, but better than opening a new post on something already covered:

While I'm not necessarily sold for the need for different climates(though the idea of certain crops thriving in different regions is appealing for trade reasons), I like the idea of chill and warmth. Being caught in the cold without building a fire or being bundled up enough should carry a debuff. It'll be a real reason to be indoors, and for newbies to build a house.


Right now, houses are mainly for storage or hiding HFs. As he said, and not only newbies, but players in general should have more reasons to build a house. Perhaps there could be a winter season, where walking outside without protection could give you a cold (debuff, as sugested), and sleeping would mean almost certain death. Winter could also ruin your crops, kill your animals and destroy objetcs in general. It could also slow corpse decay.

This scenario would give birth to a lot of new items/buildings as countermeasures to the cold hazards, like bigger huts, blankets, fireplaces, winter clothing to protect you outside, etc. Players would have to put building a house (or finding shelter in a cave) as a top priority - as it would be in real life; it could also add to the social aspect of the game, as the inability to build a tent/cabin or finding shelter in appropriate time would force you to ask other people to let you stay for a while in their houses. Some villages might even be interested in building guesthouses for vagrants in nonclaimed area - or even inns.
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