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 Brás » Mon Jan 19, 2015 9:11 pm

Something I didn't see anyone mention about nerfing/getting rid of hearth fire spawn etc is that it might lead to clusters of villages/cities not too late into the game, which might help with the trade issues everyone is talking about. Hermits aside, people will probably keep playing with small groups of friends, even if that means a long walk on the first day playing the game. If that group finds another (and it will, eventually) it is beneficial for both parties not to stay too far away from each other, since now the further away you are from someone else the harder to get trade going. Assuming that's true for a reasonable amount of players, you'd see more densely populated areas arising as we run later into the game. That might even attract players that usually go solo, I for one would probably join a city. On the other hand that might leave the rest of the map even more sparse than it currently is. Another "issue" (depending on your point of view) that might occur is constant fighting between neighboring villages/towns, which I don't think is bad at all. Anyhow it'll be an interesting experiment, I for one support it.
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Rodimus » Tue Jan 20, 2015 12:03 pm

How about making fish ponds in hafen?
and bananas and monkeys too.
W7 - Crestfall
W8 - Silvermoon
W10 - Pueblo Comedia
W11 - Misplaced Caves
W12 - Insulated Gulch
W14 - Vallblómbyrđa
W14 - Local Area Network
W15 - ???
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby mvgulik » Tue Jan 20, 2015 12:41 pm

Searched topic for: crops (none found)

Having certain animals (wild and/or domesticated) eat certain crops(farming).
(Bananas and monkeys seems a nice match. :) )
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Oddity » Wed Jan 21, 2015 6:05 am

potato
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby FatFruit » Thu Jan 22, 2015 6:46 pm

Rodimus wrote:and bananas and monkeys too.


viewtopic.php?f=5&t=37918
that thread ^ tells you all.

anyways maybe turn your profile pic into a monkey and a banana if your so crazy about them ¦]
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Rodimus » Fri Jan 23, 2015 9:42 am

How about ducks?
W7 - Crestfall
W8 - Silvermoon
W10 - Pueblo Comedia
W11 - Misplaced Caves
W12 - Insulated Gulch
W14 - Vallblómbyrđa
W14 - Local Area Network
W15 - ???
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby Rodimus » Fri Jan 23, 2015 9:50 am

FatFruit wrote:
Rodimus wrote:and bananas and monkeys too.


viewtopic.php?f=5&t=37918
that thread ^ tells you all.

anyways maybe turn your profile pic into a monkey and a banana if your so crazy about them ¦]

As you wish.
W7 - Crestfall
W8 - Silvermoon
W10 - Pueblo Comedia
W11 - Misplaced Caves
W12 - Insulated Gulch
W14 - Vallblómbyrđa
W14 - Local Area Network
W15 - ???
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby stukii » Mon Jan 26, 2015 7:19 pm

Less movement speed, more endurance.
Bigger seas.
(equippable)Target dummy structure.
Poisoned/drugged food.
More expensive boats.
Less expensive huts. Tents.
Character creation screen on startup with some attributes and lp to spend.
Sicknesses, emotional conditions(sad).
Possibility to spawn together at the same time and the same place with friends.
Vodoo dolls.
Abduction.
Slavery.
Pregnancy and birth giving.
Option to examine things, corpses.
Hiding inside animal corpses.
Hiding inside empty cupboards.
Hiding in hollowed trees.
Bearcostume, goatcostume, horsehead mask in different colors.
Bonearmor, Bonepalisade. Skullthrone.
Weaponcrafting like mortal online where you can use different materials(and amount) for different parts.
Workbenches.
A Castle structure.
Much more paving materials. Paving inside houses, castles.
Writing letters and drawing pictures as ingame items.
Locked steelchests.
Decorative springwell.
Bigger tree variety, rare trees. Mammoth trees.
Different depths of water with different stamina drain(stream).
Swampcreatures.
Cavecreatures.
Mosquitos.
Dip net.
Feign death.
Bikinis and Coconuts.
Option to carve text into EVERYTHING.
Rare occurance of wild animals giving birth.
Sacrificing living things to achieve something.
Torture structures.
Envelope item.
Mailbox structure.
Footprints, automatically generating slight paths where people often walk.
Runestones of different materials.
Village polls.
Something like a board(structure) for villages where everyone can post stuff for the other members and can pin up letters/images.
Birds living in the trees.
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby krikke93 » Tue Jan 27, 2015 12:53 am

Here's a list of ideas I previously made for curiosities:
(thought I might put it here for Hafen)

A lucky coin - chance when getting water out of a well
Ivy - foragable found on cliffs
Mosquito - like dragonflies but in thicket
Diamond - very rare to come out of any ore (maybe also for jewelry)
Fossil - when digging or plowing
Mould - foragable in thicket
Bat - flying around in caves (with short paths to make movement like a real bat)
Slug - grabbing onto you in a swamp in stead of a leech
Spin (toy) - made with wood and a silk filament (or thread)
Woodlouse - randomly obtained while farming any crops
Gingerbread - randomly obtained while making bread (can also be eaten for other FEP)
Squirrel nuts - When taking bark from a tree
Bird's nest - When chopping down trees
Lucid dream - Randomly obtained when harvesting beautiful dreams
Rat king (entangled rats, actualy exists) - Small chance when picking up a rat (awesome cuz we never do this)
Hope you have a great day
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Re: Suggestions for Hafen (Haven and Hearth 2)

Postby TroiMarcoateh » Tue Jan 27, 2015 7:51 pm

DamJNeT wrote:I would like to be able to do panning in rivers. This is how people used to find alluvial gold and then track it back to the reefs. Not with a magic wand.
Taking soil samples inland to process with water in your base or nearest river to find lodes etc...
It would feel more real, and add a bit more depth to the game on that side.
It would also allow hermits to be able to gather a bit of precious metals without having to invest massive amounts of resources for a mine shaft...
It works for nearly every precious/semi precious mineral (they're all heavy)

http://en.wikipedia.org/wiki/Gold_panning

Probably too late to implement this but I'd thought I'd share this idea with you :ugeek:

.Oui I like this very much
A vaincre sans péril, on triomphe sans gloire
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