my game mechanics ideas

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

my game mechanics ideas

Postby iflamberg » Thu Mar 17, 2011 1:03 pm

This game has so much routine. I don't fill fun. I fill... exhausted. 3 hours I was building a palisade, carrying all this blocks in ridiculously small inventory, then mining in a cave for a hour, then again carrying all this staff for a support, then hunting defenseless animals for a hour, and... evening is gone. So, where's my fun? Let's compare to... I dunno... Dofus for example. Grinding and gaining items for crafts is boring there sometimes, but, at least, every time you fight with AI controlled monsters, you develop new tactics and coop with other players.

So I was thinking how to make this game more drastic and fun gaining. I would like this game to become some collective strategy, with achievable goal and winners/loosers. Here are my ides:

- wipe every month. After the wipe, village with the hugest authority is declared this world winner, the village characters take their place in pantheon, evolution graphics(like in civilization) are drawn and so on;
- 4 worlds are exist simultaneously with week interval each. When 1st world is wiped, 4th world is on his last week of life;
- as world exist only for month, all lp gaining processes are fastened and amounts of resources to build something are shortened. F.e. boat would cost only 8 boards and 1 block. Lvl 2 survival would cost 2 lp, most crops are harvestable once per day, etc;
- items quality is simplified. It could be from 1 to 10, so there would no sense to grind your crops and crafts infinitely, you just rich the max;
- there are spots of high quality forests from the start, so villages could fight for them at start, as they fight for good q water and clay now;
- to make village competition more energetic, flags should be easilly destroyable and battering rams should be more easy to use;

As the result we would have dynamic cooperative strategy where players in villages-clans would fight for their supremacy in the world. Something like dota, but more stretched over time and with much more players involved. Just imagine: "In the world 1 at week 1, day 1 BlackHawks village already have found high quality clay and wood, they trade them for iron." "World 2 is in complete chaos. At week 2, Pumpkinheads already confidently dominate the world. Other players drown their characters and move to other worlds." "At week 4 of w4, Sodom suddenly united with Rivercross, rammed AD walls and destroyed half of their village's flags before AD reacted". Totaly awesomeness!

P.S. sorry for mistakes, English is not my native language.
Regards, Ivan Flamberg.
There are rangers who help people who has been raided. Do they care about justice? Hell, no. They just hide their blood thirst behind white clothes.
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Re: my game mechanics ideas

Postby SeanPan » Thu Mar 17, 2011 1:06 pm

It would almost totally change HnH, and yet, surprisingly, not a completely horrible idea at least in some parts(I like the idea of higher quality forests being obvious from the start - the oak and elms would be hard to miss, and yews for longbows). Props for a newbie with a genuine interest in the game and some innovative ideas.
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Re: my game mechanics ideas

Postby evilrich » Thu Mar 17, 2011 1:20 pm

some of these ideas are good.. but monthly wipes????????? NO
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Re: my game mechanics ideas

Postby iflamberg » Thu Mar 17, 2011 1:50 pm

Why not? If you already discovered every skill in a game, discovered the most high quality resourses and made the most high quality weapon and armor. Why not then define who is the winner and then start over new round? Let's take for example first MMO play-by-e-mail game, Galaxy+. That was the way it was played. This game miss the goal so much. Even Sims3 have the goal, while HH - not. By the way, with my system you can easilly take a break. If you were killed in w4, you can join w1 which is just started, or rest for a week and then join to a brand new w3.
Of course it would be not a sandbox anymore. But HH is not a sandbox at all. You can not build tidy home with fence and tiny garden and live in peace. Somewhen some trolling idiots will come, they will break everything and laught at you. To not let them do this to you, you just have to take part in this infinitive race for high quality fibres, metals, lp gain. But this is so meaningless as somewhen wipe eventually come. Even more, HH now require wipe at least every year as eventually all resourses are claimed, soldiers are developed and new comer has absolutely no chances to survive and have fun.
Regards, Ivan Flamberg.
There are rangers who help people who has been raided. Do they care about justice? Hell, no. They just hide their blood thirst behind white clothes.
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Re: my game mechanics ideas

Postby craddle » Thu Mar 17, 2011 2:24 pm

Is it just me, or are all these ideas...


RIPPED STRAIGHT FROM FUCKING TRAVIAN.


Seriously, if he hasn't played Travian at least once, I'll eat a shoe.
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Re: my game mechanics ideas

Postby iflamberg » Thu Mar 17, 2011 2:27 pm

I haven't played Travian even once =D
Does it have crafting like in HH and permanent death?
Regards, Ivan Flamberg.
There are rangers who help people who has been raided. Do they care about justice? Hell, no. They just hide their blood thirst behind white clothes.
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Re: my game mechanics ideas

Postby craddle » Thu Mar 17, 2011 3:12 pm

iflamberg wrote:I haven't played Travian even once =D
Does it have crafting like in HH and permanent death?



No.

It has:

Monthly resets.
The town with most points wins at the end of the month.
Multiple worlds.
Resource areas.
Easy to do combat.


Basically, your suggestion amounts to "turn H&H into Travian"
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Re: my game mechanics ideas

Postby Potjeh » Fri Mar 18, 2011 12:04 am

In the current state, H&H *does* need regular resets, but I hope that this'll change. Still, if they end up with scheduled resets, one month is way too short, 3-6 is more like it.
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