The New Maps: Unto A Good Land

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

Re: The New Maps: Unto A Good Land

Postby Delamore » Mon Jul 27, 2009 4:53 am

Blaze wrote:
Delamore wrote:We are calling him out on wanting to fuck baby animals in diapers.

gievlinxplzkthxbai
Eh, I've heard of worse things.


http://i25.tinypic.com/2qao07s.jpg
http://i26.tinypic.com/b6tufm.jpg
http://i26.tinypic.com/1zy96rm.jpg
http://i31.tinypic.com/f9r1n8.jpg

I wonder what this is
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Re: The New Maps: Unto A Good Land

Postby Colbear » Mon Jul 27, 2009 5:29 am

in b4 "*deletes everything*"
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Re: The New Maps: Unto A Good Land

Postby Delamore » Mon Jul 27, 2009 5:29 am

Colbear wrote:in b4 "*deletes everything*"

in before fursecution.
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Re: The New Maps: Unto A Good Land

Postby Vattic » Mon Jul 27, 2009 5:42 am

Colbear wrote:in b4 "*deletes everything*"

I wonder if the admins will take a similar approach as in game. This isn't exactly a strict forum so far.

This topic has got pretty strange hehe.
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Re: The New Maps: Unto A Good Land

Postby Fcn » Mon Jul 27, 2009 5:44 am

Raephire if you do go on a rampage please do not kill Pumpkin I don't want to have to start again thanks in advance.
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Re: The New Maps: Unto A Good Land

Postby kobnach » Mon Jul 27, 2009 6:03 am

[quote="Delamore"
But as you guys are always using that as a defense it seems you are worried that the people who would enjoy starting from scratch, toughing it out against foxes and all that may sway the devs.[/quote]

At the risk of farther derailment - there is absolutely nothing stopping anyone who would prefer to restart from scratch doing just that any time they want to. They can even keep their original character and go back to it, if they decide that gaining those initial LP is actually boring ;-) And once the map reset comes, they can even do it in an environment where the wild animals are big and scary, so they can spend much of their time knocked out. Maybe they'll even get perma-death animals to farther enhance their experience of fragility.

This isn't about people being bored with high level characters. It's about new and medium characters being envious of or intimidated by high level characters. and somehow, almost all the intimidated folks are pvp oriented; some give the impression that they can't be bothered with anything other than black skills and their use - except grudgingly, either crying about "grinding" the whole time - or using macros, cheats etc. to gain LP with minimal involvement.

Stop crying and play the game, and LP will come. So will stats.
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Re: The New Maps: Unto A Good Land

Postby Colbear » Mon Jul 27, 2009 6:12 am

kobnach wrote:
Delamore wrote:But as you guys are always using that as a defense it seems you are worried that the people who would enjoy starting from scratch, toughing it out against foxes and all that may sway the devs.


At the risk of farther derailment - there is absolutely nothing stopping anyone who would prefer to restart from scratch doing just that any time they want to. They can even keep their original character and go back to it, if they decide that gaining those initial LP is actually boring ;-) And once the map reset comes, they can even do it in an environment where the wild animals are big and scary, so they can spend much of their time knocked out. Maybe they'll even get perma-death animals to farther enhance their experience of fragility.

This isn't about people being bored with high level characters. It's about new and medium characters being envious of or intimidated by high level characters. and somehow, almost all the intimidated folks are pvp oriented; some give the impression that they can't be bothered with anything other than black skills and their use - except grudgingly, either crying about "grinding" the whole time - or using macros, cheats etc. to gain LP with minimal involvement.

Stop crying and play the game, and LP will come. So will stats.


I don't think you understand the POINT of character resets. It's not just because "oh no we're so jealous". It's because everything's broken and unbalanced and you might as well level the playing field and start everything over. You just took "the mechanics are broken, and shitty exploited stuff needs fixing" and told us, "be patient and you, too, can have shitty exploited stuff".

That's not the point. The point is that we don't WANT shitty exploited stuff -- "so why don't you play without any?"

I complained a while ago about people having multiple claims, because I thought it was unfair -- since I couldn't have multiple claims. People told me, "they'll go away with the next map reset". What you're telling me, translated into those terms, is basically "oh don't worry, just make a really big claim and hopefully the devs will make claims have size limits so you can have something to lord over newbies with too".

That's NOT THE POINT AND NOT WHAT I WANT.

Dude, if a goon had the strongest character in the game, I'd be the first on the list to call for a character wipe and/or nerfing of high-level characters.
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Re: The New Maps: Unto A Good Land

Postby kobnach » Mon Jul 27, 2009 6:19 am

jorb wrote:What we would like to accomplish with the new maps.

1) Higher degree of topological complexity. Ridges, caves, rivers, lakes, swamps and mountains. Waterfalls. Zelda waterfalls with caves hidden behind them.

2) More terrain types. Division of current "grassland" into several types of grassland -- heath, plain, meadow. Division of generic "swamp" into marsh, (peat)bog, mire. Division of generic "dirt" into steppe, path, mudflat. Division of water into two-or three degrees of water depth, other possible tiles as well -- river inlet, fresh water, spring water, muddy water. Infinite possibilities for the further divisions of forest.

3) More specialization of each terrain type in terms of creature spawns, plant and resource availability.

4) New herbs, plants and creatures to aid in 3.
Image
Eagles are nesting birds primarily found in mountains: Beaks (mask), feathers (arrows, clothing), claws (bling-bling, alchemy), meat and eggs. Herbs needing high perception to be found. Herbs usable for healing, food, crafting and alchemy.

5) On demand spawning of new maps. No artificial invisible wall, no map edge.

6) Better map handling. In game world map. Minimap updated with map changes.

7) Mine points that can be found much like wellsprings are right now. Mines only buildable on minepoints. Different kinds of metal. Panning for gold, and ability to extract bog iron, would be neat.

We might not do it all in one go, but hopefully we'll do a lot of it. Graphically I'd like a chance to redo the tile transitions, for example, as a lot of them look like crap right now. New trees.

Weather and seasons would be fun, but I doubt that will happen with this reset. It might not even need one. We'll see. A lot depends on where the moods take us.


Thank you, jorb, for posting this. I'm looking forward to seeing what you do.
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Re: The New Maps: Unto A Good Land

Postby PoisonedV » Mon Jul 27, 2009 6:24 am

Fcn wrote:Raephire if you do go on a rampage please do not kill Pumpkin I don't want to have to start again thanks in advance.

You think he'll actually be reasonable or listen to others? Haha, not as long as he has enough strength to pretend hes some valiant crusader
I am come for u lives
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Re: The New Maps: Unto A Good Land

Postby Krantarin » Mon Jul 27, 2009 6:25 am

niltrias wrote:New map stuff sounds great! A couple things I would really like to see:
1) More specialization of production. As I mentioned in an earlier post, I would like to see plant growth in general modeled on how tree growth works now...certain crops grow much more quickly in favored terrain and much more slowly in unfavored terrain. For example, grapes might grow faster within 10 squares of a ridge (need drainage), wheat might grow faster in grasslands, etc. This would encourage trading, which at the moment is almost nil due to the ease with which anyone can grow anything anywhere.
2) Water transport and ports. Most major cities are found on navigable rivers and/or ports; this is not only due to the availablility of seafood and drinking water, but also due to the fact that they became trade hubs. If it were much easier to move goods quickly on water, we would begin to see these trade hubs spring up. One way this could be done would be to make 3 types of coast terrain- cliffs, which are unusable; beach, which could be walked on/fished from but not docked at by a ship, and harbor, which could be docked at or fished from. (the rarest).


Yes. This is what we need.

The plan for the reset is awesome, but crop specialization and port cities are the things that I most want to see, and I think they're going to do leaps and bounds for the game.
A Lurker from the days when Laketown was on the frontier and Bottleneck was the military superpower.
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