High-End gameplay, Deities, and uses of High QL items.

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

High-End gameplay, Deities, and uses of High QL items.

Postby Gustyboy » Mon Apr 11, 2011 1:39 am

Hello,

First of all, I am quite new to the game, so maybe my proposal will not be in the mood of the game, or maybe someone already made a similar proposal.

This is about end game, high level stuff, and so on.
I based all this stuff on my experience on other games like A Tale In the Desert for example (I played it a bunch of months).
I am not an expert in the Scandinavian Deities so I'll keep with nonames, feel free to add names that matches with H&H.

The concept : Deities, Altars and Offerings.
Anybody would be able to build Altars, One for each God (God explained after).
Once an Altar is built, you can offer stuff he asks for (like the Ancestors). This fill a bar. Once you've filled all the bar, you have acces to a pray, which gives you a little buff. It allows you to start Offering better stuff, filling a second bar... Each time you fill a bar, the buff is better. The God asks for better quality each time you reach a step. After 5 steps (so 5 bars filled with offerings), the God is happy, and a Gem of that God is created in the Altar. You can pick it up, and it will be used later, for another purpose.

A Chief of a village can build the Altar of the God of the Gods. In this building, you can put the Gems of the differents other Gods you made with the others altars.
Once you filled this Altar with 1 gem of each God, then you start a global Timer. Once the timer is done, you're Village won the game, and a wipe can be made ;)

The Deities.
God of Nature : Asks Wood and Trees stuff. Each level grants you a 30min +1 Agi Buff. So, if you have an altar level 3, you have +3 Agi for 30min each time you pray on this altar. Creates a Gem of Nature (green gem) once last level reached.

God of the Travellers : Asks Exploration Offerings (All the LP stuff you can acquire with Exploration Skill like foraging stuff). Each level grants you a 30min +1 Percep Buff. Once you've reached the last level, a Gem of Travel (light blue gem) is created.

God of the Hunters : Asks Raw meat Offerings. Each level grants you a 30min +1 Str Buff. A Gem of Blood (red gem) is created at the end.

God of the Seas : Asks Raw fish. Each level grants you a 30min +1Int Buff. A Gem of Water (dark blue gem) is created at the end.

God of the Farmers : Asks Farming stuff (Seeds, vegetables, etc). Each level grants you a +1 Dex buff. A Gem of Wheat (yellow gem) is created.

God of the Blacksmiths : Asks the Mining stuff (ores, bars, smelted stuff). Grants a +1 Con buff per level. Creates a Gem of Iron (Metal Gem) once last level reached.

God of the Gods : Once the 6 Gems gathered and added to his Altar, you have X days to defend it. It you success, you're village won. Every other village will be attacking you to stop the timer ;)

Why this stuff ?

First, it will add some nice value to High Quality items, as they will be necessary to fullfill the lasts levels of an Altar (more levels you have, more Quality is required to fill the bar for the next level).
Second, it will add some goals for every single village : you may try to win the game.
Third : Every single hearthling can benefit from an altar, even if it's a low level one. So everybody will try to raise a little some altars. And some small groups would want to specialize in one or 2 High quality items, to trade with bigger villages which run for victory.
Fourth : The villages will have to attack each other to slow other villages or steal their gems.

Conclusion

Here the things I've thought about. I hope you can understand what I mean, as you can see, English is not my native language ^^.
Feel free to ask questions, to add things.
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby ewlol » Mon Apr 11, 2011 2:48 am

I think you must experience the "end game" before make suggestions like these. +1 int, +1 agi, etc is nothing in the long run.

What I think we do need are altars that we can sacrifice to in a group fashion. A building or crafting speed up would be so lovely.
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby Sarchi » Mon Apr 11, 2011 2:51 am

ewlol wrote:I think you must experience the "end game" before make suggestions like these. +1 int, +1 agi, etc is nothing in the long run.

What I think we do need are altars that we can sacrifice to in a group fashion. A building or crafting speed up would be so lovely.


God yes.

And perhaps increased crop yields?
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby Gustyboy » Mon Apr 11, 2011 3:50 pm

Thanks for your answer.

Sure I need to discover the end game ;)
My bonuses are just here as examples, and maybe it can be a little +Stat buff at the first levels, and then evolve in more End game focused with the level increase of the Altar.

But apart from the bonuses, what do you think about my ideas ? Fun stuff ? Useless ? Out of the spirit of the game ?

I don't know the end game experience for now, so every reply will be interesting.
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby OvShit » Mon Apr 11, 2011 4:31 pm

Gustyboy wrote:Thanks for your answer.

Sure I need to discover the end game ;)
My bonuses are just here as examples, and maybe it can be a little +Stat buff at the first levels, and then evolve in more End game focused with the level increase of the Altar.

But apart from the bonuses, what do you think about my ideas ? Fun stuff ? Useless ? Out of the spirit of the game ?

I don't know the end game experience for now, so every reply will be interesting.

!!Gods!! do not really fit into the setting. Except you meant some Slavic gods like Perun, for instance.
Some unnamed spirits - like the ancestors, but village-wide, more "tribal" - those`d be neat.
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby aso11 » Mon Apr 11, 2011 5:22 pm

In all honesty, there really shouldn't be an "end-game" condition for any one this stuff.
"Normal" is only a difficulty level in video games - Aso11
Jackard: Koya only raises the lynx so he can molest it later
Koya: What means "molest" ? Translator cannot translate it or do it with no logics...
"And no im not native to english, I was born in the usa." - A very bad troll.
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby Cajoes » Mon Apr 11, 2011 6:29 pm

Struggling to see why the game needs to end because someone built a fancy altar.

If anything it should end once someone has been crowned King of the Hearthlands. And you'd still probably have some schmuck contesting that claim.

(Or, yannow, not end at all because this is a sandbox game without clearly defined goals other than the ones you make for yourself.)

Building shrines to improve aspects of village life would be neat though. Like a very small buff over the entire village radius for, example: crops.. crop yields.

Once diseases are in maybe you can make a shrine to get some protection against those too... (or just, youknow, frikkin bathe once in a while, you unwashed savages.)

Sacred shrines, ponds, glades, groves, lakes, mountains, forests, giant rocks, small rocks, altars, stone-circles or ancient burial grounds (or, early game burial grounds) could be ideal spots for spiritual pilgrimages. Depending on the phase of the moon or whatnot.

edit: mental note, stop posting at half-past-exhausted.
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby pyrale » Mon Apr 11, 2011 6:39 pm

I hated wonder victories in AoE, and I hate the similar part of this proposal.

Besides, some village extension of the hearth magic could be cool. Nothing too game-breaking though.
Maybe some village-wide cult that would give everyone numen points ?
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby SacreDoom » Mon Apr 11, 2011 9:22 pm

There's only two gods in this game;

Jorb and Loftar.

...And maybe Kaka.

Then there's the Elders, Sabinati, Jackard, Burgingham, etc, etc.
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Re: High-End gameplay, Deities, and uses of High QL items.

Postby aso11 » Mon Apr 11, 2011 9:25 pm

SacreDoom wrote:There's only two gods in this game;

Jorb and Loftar.

...And maybe Kaka.

Then there's the Elders, Sabinati, Jackard, Burgingham, etc, etc.

God of Dongs and God of Lag. *smiles*
"Normal" is only a difficulty level in video games - Aso11
Jackard: Koya only raises the lynx so he can molest it later
Koya: What means "molest" ? Translator cannot translate it or do it with no logics...
"And no im not native to english, I was born in the usa." - A very bad troll.
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