Suggestions for Hafen (Haven and Hearth 2)

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

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Krusac » Thu Jul 02, 2015 11:25 pm

Sorry for posting so frequently, but ideas are just sprouting this way - adding some kind of wagons we can live and sleep in would be nice as well, also mobile tents, which we can pack up and put into our inventory, like yurts. How about tamable foxes which we can use as hunting hounds to help us with getting food?
Krusac
 
Posts: 13
Joined: Sat May 24, 2014 10:04 pm

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby loftar » Fri Jul 03, 2015 2:14 am

The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Fostik » Fri Jul 03, 2015 8:27 am

loftar wrote:The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.


Why just dont save metal type as one of parameters for this item?
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2237
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby epicless » Fri Jul 03, 2015 3:03 pm

loftar wrote:The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.

Alternatively, why not recycle metal items and objects into "scrap metal" instead? A simple item that can substitute for metal nuggets, but only for specific basic items.
Haven and Hearth News, Tutorials and the Stories of My Humble Journey
Epicless' Blog | Epicless' Youtube Channel
User avatar
epicless
 
Posts: 216
Joined: Sat Jun 06, 2015 12:11 pm
Location: Here, there and everywhere.

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby simimi » Sat Jul 04, 2015 5:52 pm

The screen were you chose your skills could be a skil tree instead of a list to show what you could unlock.
User avatar
simimi
 
Posts: 447
Joined: Mon Mar 14, 2011 10:51 pm

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Altich » Sat Jul 04, 2015 10:41 pm

I was reading this viewtopic.php?f=5&t=38273 thread and, although I don't agree with it, it gave me an idea:

Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.

The most important benefits in my opinion are:
-Reducing (a bit) the ability to maintain an army of alts. But mainly:
-Titans will eventually reach a point where it will be hard to increase their stats much more. That makes them not entirely unreachable by new players or players that lost their main character.
Altich
 
Posts: 76
Joined: Sat Jun 13, 2015 5:10 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby mvgulik » Sat Jul 04, 2015 11:30 pm

Altich wrote:Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
Downside: Its a (strong) automation incentive.
mvgulik
 
Posts: 3774
Joined: Fri May 21, 2010 2:29 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Altich » Sun Jul 05, 2015 12:06 am

mvgulik wrote:
Altich wrote:Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
Downside: Its a (strong) automation incentive.
Can you explain what you mean?
Altich
 
Posts: 76
Joined: Sat Jun 13, 2015 5:10 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby loftar » Sun Jul 05, 2015 1:57 am

simimi wrote:The screen were you chose your skills could be a skil tree instead of a list to show what you could unlock.

We've wanted to several times, but we can't really find a reasonable way to lay it out graphically. It is, by the way, not a tree but more generally a non-cyclical graph.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Suggestions for Hafen (Haven and Hearth 2)

Postby mvgulik » Sun Jul 05, 2015 10:38 am

Altich wrote:Can you explain what you mean?

A daily decay on character attributes and skills guarantees that those that have a efficient LP generation system will be able to always maintain better hearthlings than those that don't.

Or, from a different perspective, it penalizes not being online, to feed your hearthling the needed Curios & LP's, to keep them leveled up. And that probably also lowers the incentive for general casual players to stick around.

Why did you pick 1% ? .. Instead of, for example, 5% or 0.5%.
mvgulik
 
Posts: 3774
Joined: Fri May 21, 2010 2:29 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 1 guest