Ideas! Items! Nice Things! SUUUGAAARRR!

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

Ideas! Items! Nice Things! SUUUGAAARRR!

Postby Onmyouza » Sun Sep 13, 2009 3:11 pm

Alright, this is going to be a large topic, hope you don't mind. I've got a lot of things on my mind, and not a lot of time to look through all the different threads here in this forum, so, if I overlooked anything that someone else has already posted, just lemme know and I'll edit it out.

First off, I'd like to talk about a few things that I have noticed with game mechanics. To begin with, the topic of stamina, how it is used, and how it is restored. I'd very much like to see stamina restored in a more efficient manner; for example, the longer that you don't do anything, the more stamina is restored because you are "resting", or perhaps a "resting" command in the Adventure tab of the UI where the character stands/sits there and can't do anything. I also dislike that fact that you can still have plenty of stamina, but can't accomplish certain tasks until you have a good 45% of it or more, like demolishing buildings. I don't really mind that stamina drains the way it does, and I think that it's pretty fair in a lot of aspects, but rather, a better and more reliable way to restore stamina quickly other than drinking water would be great. Even if it's something like eating food, anything would help out.

I'd also like to discuss swimming. I know that this has been brought up countless times, but, I feel I have to put in my two cents. The way that swimming works now, most players will be confined within the areas around the RoB if they are new, and those areas are going to be quickly swarmed with hearthstones and people chopping down trees without planting new ones, just like last time. As such, perhaps a slight decrease in the amount of stamina required to swim, or even the ability to construct bridges, would be a tremendous help in getting people away from over-crowded areas that are being confined by rivers and lakes.

As the final point for game mechanics, I'm bringing up the topic of finding herbs with foraging. I cannot stress how totally impossible this seems to people who are just starting out a fresh character, and how the current skills needed makes it a lot harder on them to become self-sufficient. I'd also like to integrate it together with the lack of crops that I have seen available to help said newbies out, such as the random wheat fields that I encountered before the map reset, but I digress. Perhaps just by lowering the required skills by five to ten points would be enough. I know that rustroot can be found a lot earlier on now, and that's a great start! ...but by the time that new characters get the skills needed to forage as they travel, they will have spent well over 30k in points just to raise Exploration to skill level 20, which really hinters their ability to concentrate on finding enough resources to start crafting a variety of items. On the new character that I've made to test out the new map, I have Exp 12 and Perc 11, I've yet to find any available crops to harvest or items to forage, and I've been forced to build Pal walls and make roads in order to get the LP needed to increase my stats.

Now that my complaining is done, I'd like to bring forward a few ideas that I had for new items. A few are just for useless fun, a few are intertwined with other ideas put forward in the forums, and a few I think could really help bring some flavor to the game. To start with, I have a few new ideas for crops...

Specifically, Sugar Canes, Rice, Potatoes, Cabbage, Watermelon, Corn, Tobacco, and Celery. For trees, I'd like to see some trees that provide nuts of some kind, possibly even banana trees, berry bushes/trees, Lime trees, and some kind of cactus or other tree which yields water after using an axe to make a hole in it. Not a lot of water, and just drinking water, but perhaps even a coconut tree will suffice. All of these will be explained in greater detail later, since they all have to do with the new ideas that I'm putting forward.

New items
Buildings: NOTE - many of these are meant to be community projects, where friends or villages get together to help build them, which is the reason behind their insane size and costs.
Cabin Extension - costs 50 boards, 120 logs, 30 bricks, and 50 stone, this adds a stone kitchen to a Log Cabin, allowing a person to cook using a chimney, store items in a storage bin that comes with the extension, and gives the cabin more room. It does not extend basements. Purpose: not having to go running around back and forth just to collect all the items from storage areas to go to an oven just to make more food. Downside: not nearly as much room to bake as an oven, can't hold as much fuel material, possibly requires something like a basement or an advanced Masonry skill or Carpentry attribute of at least 30.
Bridges - two types, stone and wood. Wood costs an initial 50 boards and 100 logs, and is four spaces wide (however, it allows only two spaces to walk on, the other spaces are the right and left railings/support which take up one space each), and it will cost 15 boards and 25 logs to extend it one space further. Plus-side, they are cheaper to build. Down-side, they deteriorate faster than stone bridges and will require repairs after the span of about four days in-game. Stone bridges costs 75 boards, 30 logs, and 500 stone, and in order to extend the bridge further you will need 5 boards, 10 logs, and 75 stone. Stone bridges have the same rules as wooden ones, however, they will take a good two to three weeks before they need repairs, and they will need a lot of materials to repair themselves. Bridges can only be built in one direction, and you chose that direction when you make the base of the bridge; wooden bridge bases take up two spaces forward in the direction you chose, stone ones take up three. NOTE - you can feesh offa breedjis.
Boats - DEWD SEE TEH BOAT THREAD. I highly support the idea of fishing boats. Perhaps if we included ropes, which will be explained later, we could include that in the cost of boats. Really, I think that for now, fishing boats of some kind and a transport boat of some kind would be great.
Barn - costs 250 boards, 500 logs, 150 stone. Barns are self-explanatory, they will hold animals. In order to capture a critter, you must first have 3 ropes, and must wrangle either a cow/bull, sheep, or somehow collect a rabbit or a rat. From there on out, it is a test of strength and stamina - perhaps even the animal's HP could somehow come into play? - and you must outlast and outperform the creature you are dragging behind you. Certain foraged herbs or food could be use to coax the animal to put up less of a fight. Each animal will eat plant fiber or straw when back in the barn, and if you fail to feed them at least once over an IRL 24-hour period, they will die. You can keep up to 5 animals in the barn. To prevent animals dying when away for too long, is the next building...
Barn Extension - costs 75 boards, 200 logs, and 50 stone. Not really an extension per se, but this will add a feeding troth and silo to the barn. The silo will only hold crops, plant fibers, foraged goods, dried meats, and fur/leather; it also happens to hold 96 slots worth of said items. The feeding troth will act like a kiln or any other device that requires fuel; place the item into the troth and wait. With 5 animals in the barn, when full, it can give them 3 IRL days worth of food. However, filling it up will require quite a bit of plant fiber or straw, about 50. NOTE: barns are meant to be shared in a village. They take a shit-ton of time to upkeep. You can add three barn extensions to one barn, but after the first extension, you are just adding more silos, not troths.
Storehouse - costs 300 boards, 300 logs, 300 stone, 20 ropes, 300 bridges, 50 Wrought Iron, 50 Steel. These giant buildings which will take up most of the screen are built ONLY on village-owned land; meaning, you cannot build them on claimed land, and you cannot build them on land that does not belong to a village claim. They are massive and they serve one purpose - putting shit inside. Like a community chest, they are perfect for storing large items that can be carried around, containers, and other materials. It comes with four silos, one in each corner, and a large chest in the middle that can hold any object so long as it can fit within an eight-space by eight-space container; said chest holds up to 160 slots. This particular building requires Masonry, Carpentry, Metal Working, Locksmithing, and requires that the person who builds it to have Yeomanry and Lawspeaking. Anyone can deposit items at the stake thingy, but only people with Lawspeaking will be able to actually build with those items.
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby Onmyouza » Sun Sep 13, 2009 3:12 pm

Farm Plot - will cost 100 branches, 50 soil, 10 boards, and will cover a 10x10 space. Basically, this is a boarded-off plot of land that resembles a recently-plowed 10x10 area with a Roundpole fence around it. It is a plowed area that will never deteriorate, so you can let it fallow as much as you want.
(Nonsense fun building) Mansion - costs 700 boards, 1.2k logs, 800 stone, 300 bricks, 100 steel, 50 wrought iron, 80 Raw Glass, 50 Coal, Yeomanry, Carpentry and Masonry attributes of at least 50 each. Makes a giant fudgin' house. Seriously, this place is huge, is two stories high, and comes with a basement. It's the ultimate symbol of achievement any one player can have; it comes equipped with pretty much everything. Kiln, oven, forge, anvil, loom, spinning wheel, you name it. If this is even put into the game, the first person to have one will have permission to mate with my wife and father our child.
Sugar Mill - costs 25 boards, 25 logs, 25 straw. It is used in milling sugar crops. Sugar Canes are deposited at the mill, and the when used by a player, the mill will chop the canes up until it produces Garapa and Bagasse. Garapa is then combined with Limes (limes being deposited like any other fuel), and Bagasse is used as the fuel to power the last process of creating sugar. Garapa cannot be removed from the mill, but Bagasse can be - there will always be more Bagasse than Garapa. When used once again, the fuel like coal or Bagasse is used up and ends up turning the Garapa and Lime into ash and Molasses. When used once more, the mill separates the liquid from within the Molasses, yielding both sugar and molasses. In every ten sugar canes brought to the mill, about 3/10 will yield actual product, resulting in three sugar cubes and a bucket of molasses. Molasses can be stored in a...
Molasses Barrel - costs 6 boards, holds up to ten buckets worth of Molasses.
Cooling Rack - costs 5 boards and 4 logs. Used in making caramel, you take fresh caramel from the oven and put it on a cooling rack until it hardens. It could also be used in cooking other baked goods, but that would require some re-tooling. It could also be used to cool off any other candy.
Dying Tub - built with 2 boards and 10 branches. When filled with water and berries, you can fill a jar with the liquid to get dyes.

New items:
Ropes - they cost 8 plant fiber to make. They are used in some buildings and other practical purposes.
Chains - you can make them out of 3 of any metal, but the metal used determines their quality.
Occulars - costs 1 raw glass and 2 leather scraps to make, and increases your Perception by 5 when worn on the head.
Lantern - costs 1 raw glass, 1 candle, and 3 branches to make. Lights up an area larger than a torch and lasts longer to boot.
Leather Shoes - costs 4 leather scraps and 1 bark to make. Has the same stats as bunny slippers, but you lose less stamina when walking and running while you wear them (dems sum comfy shews).
Hoe - used in farming, allows crops to return greater yield. Costs 1 log and 1 iron to make.
Crop Basket - carried on the back, holds seeds and crop items. Accessed from the Equip tab, not inventory like backpacks. Takes 10 straw and 10 branches to make.
Dyes - used in some construction, but it can be readily applied to clothing to dye it another color.
Tobacco Pipe - costs 2 branches to make. Light a tobacco pipe that has 1 Tobacco in it to look fucking awesome.
More items to be added later...

New foods: NOTE: SUUUUUUGGGGAAAAAARRRRRRRR!!!!1!.!1WTFBB!Q1.1! The focus of new foods that I've been thinking on revolve around the production of sugar from sugar mills, and rice.

Caramel - When you take sugar cubes produced from a sugar mill and heat them, you create Caramels. This is about a 5-min IRL process, and anything longer than that will cause your caramels to burn into unrecognizable ash. They can either be turned into Caramel Bars when placed on a Cooling Rack, or you can use them when they are hot to make...
Caramel Fruit - When you take caramel fresh from the oven, you can put them on a cooling rack, and then drag them on top of fruit like Apples and Oranges to make caramel foodstuffs.
Watermelon - you must have something with a sharp edge in your hand to cut up watermelon crops and eat them. They can be covered in caramel once cut. Each watermelon yields 8 slices of melon.
Rice Cakes - take one rice crop and 0.2 buckets of water and let them sit in an oven for 5 minutes IRL to get crispy rice cakes. Can be covered in caramel for an added taste.
Rice Crackers - take a caramel covered Rice Cake and put it in an oven for 1 minute IRL to get Rice Crackers, which are harder but have a higher quality.
Just plain RICE - let rice crops boil in a pot that has at least 2 rice crops and .5 buckets of water over an open fire, and you get a helping of rice. This is a very filling portion, and as such, takes about 4 minutes to make. I'm not sure about whether or not you can move while it is cooking since it requires an open fire, but if you can move, if you take too long, it will burn to ash, like in an oven. This will take about 7 IRL minutes, though.
Salad - Requires 2 Cabbage crops, 1 fruit of any kind, and celery.
Corn on the Cob - boil 4 corn crops in a pot over a fire. Pot must have 0.5 buckets in that thang. Takes just 30 seconds to make, so it's an automatic sit.
Popcorn - I'm not sure how it's made, but darnnit, it can be done!
Stew - take 1 roasted meat of any kind and combine it with 1 celery and 1 potato crop. Fill a pot/jar up to 0.8 buckets of water or whatever, and boil over an open flame. Hearty and filling, yum.
Roasted nuts - gather 10 nuts of any kind from a tree and cook 'em over a fire. I would recommend being able to make some kind of leather bag to hold small items together which is carried in the Inventory screen? But, really, whatever.
Mashed Potatoes - I'd say this would require two potato crops and some kind of tool like a hammer, but with this direction, there could also be a special cooking item that I may add to this already overly-long post at a later time to update how mashed foods are made.
Fried bananas - since there is currently no oil in the game, and I'm still working on figuring out just how oil is produced, this thing is going to be untouched. Bananas would still be edible raw, of course.


That's the list as it stands at the moment...just some things I've noticed, and some items that I think would be neat to have in the game. Feel free to leave some opinions on the matter!
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby Yolan » Sun Sep 13, 2009 3:59 pm

tldr
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby g1real » Sun Sep 13, 2009 5:01 pm

It seems you really got a bit too excited about this and wet your pants.

I think you're making such a massive amount of suggestions and added items as to hope there's a few good ones in there that will be used ingame - altough creativity is always appreciated and I'm not berating you for that.

That said, tl;dr, the way you slapped the content is just one massive wall of text, work on paragraphic and seperating ideas from each other, categorize it perhaps.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby sabinati » Sun Sep 13, 2009 5:16 pm

Yolan wrote:tldr
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby Bacolonel » Sun Sep 13, 2009 6:16 pm

alot of these ideas are actually pretty cool and i wouldn't mind having them in game :)
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby sabinati » Sun Sep 13, 2009 9:07 pm

ok i actually read it and like half this shit is already implemented or planned and the other half is shit that has no place in the setting of this game
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby Jackard » Sun Sep 13, 2009 9:21 pm

holy shit what is this
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby Pacho » Sun Sep 13, 2009 11:49 pm

I just don't like the part about the mansion, the storehouse, the barn method, and the sugar creation process is too labor consuming.

The mansion is kinda just fluff that doesn't fit in the theme of the game yet. I think that before there are mansions, the technological level of the game needs to advance much more. The storehouse should be an inside building instead of a glorified chest. The barn should also be an inside building that allows for certain animals to grow faster or breed faster, though I do think they should have some way to store food to feed the animals automatically.

As I said before, the sugar creation process is overly complex, and too labor consuming. While I do understand that what you're describing sticks more to what is done in reality, I don't think it adds much in terms of fun. I do like the whole caramel angle of your ideas.

I guess I'm one of the few who read your entire posts xD
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Re: Ideas! Items! Nice Things! SUUUGAAARRR!

Postby Jackard » Mon Sep 14, 2009 12:09 am

maybe you should make separate threads for individual suggestions where people can discuss the merits of each instead of shitting them out into one massive pile
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