Resource Models in the New World

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

Re: Resource Models in the New World

Postby Potjeh » Sun Jul 26, 2009 9:56 pm

I like the sound of that.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Resource Models in the New World

Postby Vattic » Sun Jul 26, 2009 9:58 pm

When we have a much larger world that expands in every direction crimes committed far from civilised areas will be harder to track because they are further from civilised areas. Say someone is out wandering and gets mugged any ranger will have to go and find the dead body and scent in a huge wilderness, if its not a known area then it becomes quite a task.

edit: also over distance the tracking already becomes far more vague, imagine over a much larger world plus they want to make it less accurate anyway.
User avatar
Vattic
 
Posts: 232
Joined: Sat May 30, 2009 1:47 am
Location: United Kingdom

Re: Resource Models in the New World

Postby kobnach » Sun Jul 26, 2009 10:27 pm

I must admit I like the idea of having a potentially self sufficient settlement. I don't have the personality to do well at or enjoy trade, even when it provides a major in-game advantage. And every time I read the forums, I come away believing that most H&H players are black arts specialized punks, and incapable of common decency. (Encounters with real people in game usually help me recover fairly quickly from this belief, though there have been a few who are at least as bad in person as on the forums.)

Also, I really don't like the idea of tracking being harder in the wilderness, particularly as described above. That's (1) a getaway free card for thieves and (2) makes it massively unsafe to settle anywhere near decent hunting - beyond the obvious problem of the animals hunting you.
kobnach
 
Posts: 671
Joined: Wed Jun 10, 2009 5:04 am

Re: Resource Models in the New World

Postby Delamore » Sun Jul 26, 2009 10:31 pm

Vattic wrote:When we have a much larger world that expands in every direction crimes committed far from civilised areas will be harder to track because they are further from civilised areas. Say someone is out wandering and gets mugged any ranger will have to go and find the dead body and scent in a huge wilderness, if its not a known area then it becomes quite a task.

edit: also over distance the tracking already becomes far more vague, imagine over a much larger world plus they want to make it less accurate anyway.

Much more vague? I tracked from Gooncastle(Northern border) to the longcabin JTG was in without issue, hell with 2 minutes lining it up on the map I could have a perfect line of where the person can be.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Resource Models in the New World

Postby Delamore » Sun Jul 26, 2009 10:33 pm

kobnach wrote:I must admit I like the idea of having a potentially self sufficient settlement. I don't have the personality to do well at or enjoy trade, even when it provides a major in-game advantage. And every time I read the forums, I come away believing that most H&H players are black arts specialized punks, and incapable of common decency. (Encounters with real people in game usually help me recover fairly quickly from this belief, though there have been a few who are at least as bad in person as on the forums.)

Because everyone whines and cries about the fact that they got robbed because a wall was off claim, no one bothers with trade or actual constructive threads.
Just a bunch of you guys whining and then a bunch of people telling you to stop whining.
The forums need harsh moderation to stop them becoming terrible, shitty and turning off new players from the game.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Resource Models in the New World

Postby ActionHank » Sun Jul 26, 2009 10:44 pm

I like this idea. Particularity the wilderness areas with low to no laws. It makes sense that if you go to the edge of the world so you could kill higher end level animals or to search for rare resources/treasure that can only be found in the most dangerous unexplored red areas that is so far away from civilization that if bandits/thieves/murderers are around in this desolate area it is your fault and your fault alone that you were attacked/mugged/killed for your greedy actions and temptations.
Newbie wrote:I've been unsuccessful at trying figuring out how to get wool off a sheep with a stone ax. At least I think it's a sheep, it could be a snow ape, hard to tell at night.
User avatar
ActionHank
 
Posts: 32
Joined: Wed Jul 15, 2009 10:39 am

Re: Resource Models in the New World

Postby sami1337 » Sun Jul 26, 2009 10:46 pm

I didn't read all the posts just the OP but from what i understand of it you're saying that on map reset we should live in a pre-set world ready and waiting for us?

As far as i can tell the next map generator is supposed to make it more dynamic with mines found at random (and probably the inability to build a mine anywhere).

I think you hit the nail right on when you're talking about settling and moving to re-settle. Laketown is far worse off than Bottleneck location wise. No forests and everything around us is level one. But we indeed have a thing in common. We are settled and have everything we need. But right now there is no settlement that has everything next door. For example: Bottleneck has a desert and a forest near and some water somewhat near. Laketown has a swamp and the lake near and a desert somewhat near. This means laketown looks completely different than bottleneck.

When i started i settled next to the lake in level 4 area against Jorb's advice, so i feel we should move to level 10 area after the reset. A little challenge is nice. But i don't think there should be a reason to relocate after settling besides hiding from grief / theft.

It would be nice if Jorb could confirm this but i think the new map will expand as players explore.
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
User avatar
sami1337
 
Posts: 1125
Joined: Tue May 26, 2009 1:52 pm

Re: Resource Models in the New World

Postby Fcn » Sun Jul 26, 2009 10:49 pm

I think the big uniform circles give the wrong impression. What I am suggesting is that there would be nodes of concentrated, resource-rich areas. Their placement wouldn't be uniform nor would they be fairly balanced (you might get an area of nothing but gold for example), my idea is that there should be these 'oasis' in the wilderness if you will, that if a player chooses, they can try to claim and settle around.
Fcn
 
Posts: 42
Joined: Sun Jul 12, 2009 10:38 pm

Re: Resource Models in the New World

Postby sami1337 » Sun Jul 26, 2009 11:23 pm

Fcn wrote:I think the big uniform circles give the wrong impression. What I am suggesting is that there would be nodes of concentrated, resource-rich areas. Their placement wouldn't be uniform nor would they be fairly balanced (you might get an area of nothing but gold for example), my idea is that there should be these 'oasis' in the wilderness if you will, that if a player chooses, they can try to claim and settle around.


What happens if those places are claimed at the beginning though? I'd expect the same discussion about how unfair the advantages are of the stronger players all over again.
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
User avatar
sami1337
 
Posts: 1125
Joined: Tue May 26, 2009 1:52 pm

Re: Resource Models in the New World

Postby Delamore » Sun Jul 26, 2009 11:28 pm

sami1337 wrote:
Fcn wrote:I think the big uniform circles give the wrong impression. What I am suggesting is that there would be nodes of concentrated, resource-rich areas. Their placement wouldn't be uniform nor would they be fairly balanced (you might get an area of nothing but gold for example), my idea is that there should be these 'oasis' in the wilderness if you will, that if a player chooses, they can try to claim and settle around.


What happens if those places are claimed at the beginning though? I'd expect the same discussion about how unfair the advantages are of the stronger players all over again.

It seems like the map would be large enough to have multiple of them, so you could always find a new one.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 3 guests