Development Revisited

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

Re: Development Revisited

Postby HarryDresden » Fri Jun 07, 2013 2:28 pm

Ability to turn objects. Like Cupboards, Boats, Drying racks, Etc, Etc, Etc. It gets annoying having to place things a specific way, and Shift Clicking just isn't enough for my OCD. Rotatable objects.

Also; Liftable/no hit boxes on corpses, for obvious reasons I've stated numerous times.
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Re: Development Revisited

Postby Taxaso » Fri Jun 07, 2013 4:27 pm

Fix prospecting please.
:/
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Re: Development Revisited

Postby painhertz » Fri Jun 07, 2013 4:30 pm

While I'm at it.....


My BIGGEST FUCKIN HAVEN PET PEEVE.....


PLEASE FIX ANIMALS DESPAWNING WHEN RUNNING AWAY. Nothing sucks worse than putting the time into killing a boar, bear etc only to have them poof into nothingness the second the get off screen.
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Re: Development Revisited

Postby NOOBY93 » Fri Jun 07, 2013 4:36 pm

brohammed wrote:Being able to view the quality of built objects as well, like sausage grinders.

This.
Also, being able to lift KO'd people on their consent.
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Re: Development Revisited

Postby SuperNoob » Fri Jun 07, 2013 4:37 pm

HarryDresden wrote:Ability to turn objects. Like Cupboards, Boats, Drying racks, Etc, Etc, Etc. It gets annoying having to place things a specific way, and Shift Clicking just isn't enough for my OCD. Rotatable objects.

Also; Liftable/no hit boxes on corpses, for obvious reasons I've stated numerous times.
I think I know why they won't make fresh corpses liftable...to take things from a fresh corpse requires theft, but after the corpse explodes/decays the stuff is just on the ground. if you take the corpse and move it to your house you can steal without leaving scents out in the open or just wait for it to explode if you don't have theft. I do however support the idea of corpses being liftable(and if they're trying to avoid scent abuse make it leave a theft scent to lift it unless its on your land).

Grable wrote:I would really like it if they removed the timers off things that force you to wake up every X hours, like steel or silkworms. Or at least extend it enough so people with jobs can actually handle it. That's my wish at least.
I'd prefer they make a change in the steel system, they're using modern steel making techniques that are used to make steel in large amounts to make 2 bars of steel. long before bloomeries steel was made in small furnaces that gave small amounts of steel from iron ore and coal/charcoal, but didn't take very long relative to modern techniques(an overnight burn usually was enough to make a single blacksmith his steel for a month or so)
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Re: Development Revisited

Postby bitza » Fri Jun 07, 2013 8:18 pm

Jackard wrote:
logging into a keyalt every time you dont have the luxury of teleportation is fucking annoying


Potjeh wrote:
Anyway, I too think you should just abstract key through the permissions system. If you have trespassing rights, you can open and close gates, no levers or any stuff like that. Unclaimed gates can be used by anyone. Criminal skills don't let you use gates you don't have rights to.
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Re: Development Revisited

Postby greenfire_510 » Sat Jun 08, 2013 2:44 am

using dried hides to make carpets(the skeleton of an animal despawns when no one is around it)
End of W6: bwahahahaha i found a random corpse, guess who has a new furniture? :D (i wish it doesn't suddenly stand up,what happened after that: viewtopic.php?f=2&t=31204&p=403270#)
W7: viewtopic.php?f=7&t=31768
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Re: Development Revisited

Postby dragonxkai » Sat Jun 08, 2013 3:34 am

Traps and more mechanics, we need other ways to 'hurt' or kill players without actual confrontations.

Of course it should remain in the RPG element, based on the stealth and perception based skills on the base amount for said skill and half to 'detect' it at a chance.

If you want a alternative system to the whole key system, maybe add a little extra function to the game's mechanics for door stats.

Levers - Buildable levers that lets you sacrifice a key to open a door one/two ways and is easily destroyed!

Griefers can't really build and connect one because they do not have the keys, the owners can decide to make one side of the gate connected with a lever to make it operational.

Not sure if there needs to be a opposite, a way to bypass this system for those who wants to invade, if the possibility of using a Ram is not possible.

Actually this could be a separate idea or thread later on when someone feels like making one, but things that 'activates' other things, like floor switches, levers, pulleys, etc.

Since you have strongboxes and palisades that operates with locks, do the notion of actual 'lock' items count in the current lores? The stuff you use when you want to chain or lock something that lets you attach the lock to it.

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Allow houses to be locked?
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Re: Development Revisited

Postby Federico » Sat Jun 08, 2013 4:16 am

Grable wrote:I would really like it if they removed the timers off things that force you to wake up every X hours, like steel or silkworms. Or at least extend it enough so people with jobs can actually handle it. That's my wish at least.


The only people with those kind of problems are hermits, 2+ members villages don't have the constant need for the same individual to keep out a watch on things.
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Re: Development Revisited

Postby parisparisparis » Sat Jun 08, 2013 4:57 am

Add a Villager list table. I was LS and had no idea who was in the village...
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