Resource Models in the New World

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

Resource Models in the New World

Postby Fcn » Sun Jul 26, 2009 9:22 pm

One of the things that interests me about HH is the effect geography has on player interaction. In this post, which I fear will probably end up rather large I shall elaborate my view on the current model and suggest some models that could be implimented in the map change.

The Current Map


Image


The current map, with it's various rings of animal difficulty is made interesting by the effect civilisation has on it. The map above is a fairly old one, but it illustrates the current situation fairly well. The further you get away from the ring, the harder the enemies get, the more civilised an area is, with hearthfires and cabins, the lower the enemies will be. A result of this is that experienced players are more likely to settle around the outskirts, while weaker players would settle in the safer areas. However, with the ease in which players can travel to more difficult hunting grounds from the center, once a group of players have established a settlement there is little motivation to move unless raided and destroyed. I personally feel that this has lead to a rather stagnant game world, with established towns which remain settled not because their position is adventageous, but because their established settlement has everything they could ever possibly need. There is no reason to ever move. There is no advantage to Laketown over Bottleneck.
This is a problem, there is no reason for various towns to interact on a meaningful level, anything one town can produce another can also produce. It is generic, bland, boring. There is nothing to do, no reason to explore, to interact, to do anything beyond the isolated community you create.



Model One: Civilisation vs The Wild


Image


Allow me to briefly explain what is being shown here.

Mob level would increase further out just as it does with the current model, it would also be affected by civilisation.


Green Nodes: Rare resources. Gold, Platinum, Diamonds, generic fantasy metal, sulfur (for gunpowder). Highly concentrated areas of terrain that tradeskills rely on to encourage a high density of players, neighbouring towns each 'claiming' specific resources. If town X wants to make a specific piece of armor but do not have access to the resource, they will have to trade/steal/coerce or destroy the town that holds it. Resources are close enough to encourage a sense of law and order, no longer would there be a sense of isolation.


Blue Node: Spawn Point, RoB. Would remain unchanged, a large area that would be unbuildable on that villages could surround.


Yellow Ring: Slightly more numerous higher level mobs than the non-yellow area. Scents decay 25% faster here.


Orange Ring: Higher level Mobs, high-end tradeskill dropping mobs, very specific tradeskill item gathering. Scents decay 75% faster here.

Red Ring: Low level mobs, no rare tradeskill items. No scents are left here and tracking is very, very difficult. For example, attempts to track people in the red area while standing near the RoB would be nearly impossible, perhaps adding an artificial 150 stealth to their targets.


The aim of this model would be to drive the criminal elements of society out of the main area, as they would be safer in the very distant wilderness. The high level animals would provide a deterrant for low level criminals, who would be forced to be more careful in the crimes they commit to avoid retribution. The red area would be safer for criminals, but at the same time be utterly useless to them. A sense of society could be built around the rich resource areas, and those wishing to hunt higher level mobs would most likely wish to travel in groups to protect themselves from criminals. The orange ring would be thin enough to allow criminals to roam it and occasionally find targets, which would not work if the area was larger due to low population.


I will update this when I feel like it with the other ideas I've thought up with. I don't even care if you're not interested I like drawing coloured circles on things.
Last edited by Fcn on Sun Jul 26, 2009 9:48 pm, edited 2 times in total.
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Re: Resource Models in the New World

Postby TempestReborne » Sun Jul 26, 2009 9:27 pm

I support this thread.
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Re: Resource Models in the New World

Postby Potjeh » Sun Jul 26, 2009 9:32 pm

I agree that there should be rare resource spots, but I disagree with the implementation you're proposing. It essentially means that devs designate civilisation levels of various parts of the map, which is against the spirit of sandbox gaming and is generally a step backwards.
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Re: Resource Models in the New World

Postby Fcn » Sun Jul 26, 2009 9:33 pm

I am not suggesting that the rare natural resources would spawn in those specific marked place, but they would spawn near enough together to encourage villiage growth and interaction. They would be rare, to the point where only 1-3 towns would have access to a specific resource type.

Perhaps that could be solved by simply having the chance of those resources existing being higher in the green area, while there is a small chance of them existing elsewhere.
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Re: Resource Models in the New World

Postby Jackard » Sun Jul 26, 2009 9:35 pm

Instead of the rare resources being placed in arbitrary areas of the map, I would rather see them tied to significant geographical features. Relegating everything to certain areas of the world kills off the wonder of exploration.

Like how we currently have the northern forest and the great lake... we could see rare plants and wildlife appear in large forests or rivers, exotic fish and shells at the sea, precious gems and minerals in the great mountains.

And just imagine if you could grow a large enough forest to attract legendary creatures...
Last edited by Jackard on Sun Jul 26, 2009 9:40 pm, edited 1 time in total.
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Re: Resource Models in the New World

Postby Potjeh » Sun Jul 26, 2009 9:39 pm

Now that's a suggestion I can agree with. What I'd like to see are specialised towns, and resources specific to terrain accomplish just that. For example, mountains could provide lots of ore, but would be extremely poor when it comes to food production, so mining towns would spring up here. Add a plains town that has a wheat production bonus but no metals to speak of, and you have an instant trade route.

Of course, all these teleportation shenanigans need to be done away with if you want resource distribution to have any meaning.
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Re: Resource Models in the New World

Postby Vattic » Sun Jul 26, 2009 9:41 pm

Some of what you have said will almost definitely be in the next world. Mines for example will only be digable at key locations, a prospector will need to find these locations and towns will likely build up around them and erect walls and whatnot for defence. Hopefully there will be other similar resource points and this should force trade and conflict over said resources.

I'd like to see different areas of the map have different climates with unique plants which can only grow there. Teleportation needs fixing in some way as it makes the game world smaller and gives players access to things that otherwise could be monopolised on.

Personally I like that we are getting big settlements with some history and regulars, it makes the world feel lived in.

edit: seems lot of my points were made while I typed this :P.
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Re: Resource Models in the New World

Postby Fcn » Sun Jul 26, 2009 9:45 pm

One of my main interests is town interaction, and right now as I've said it just doesn't happen. I feel that the next map need a concetration of resources to allow interaction to take place on a meaningful level rather than "I walked 30 minutes to laketown and stole some stuff, heh those guys!".
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Re: Resource Models in the New World

Postby Potjeh » Sun Jul 26, 2009 9:50 pm

Oh, I certainly agree with you on that. But I'm opposed to anything that makes the world feel designed, for lack of a better word. I'd like the world to look organic, and geometric shapes like those danger circles get in the way of that.
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Re: Resource Models in the New World

Postby Fcn » Sun Jul 26, 2009 9:52 pm

Another concept I was thinking about was civilisation having an adverse effect on tracking.

The further you are from other people, the harder it would be to track you.

Commit a crime in the middle of nowhere, very very very hard to track.

Commit a crime in the center of a village, much easier.
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