realistic maps and sea.

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

realistic maps and sea.

Postby parisparisparis » Sun Aug 11, 2013 4:25 pm

My suggestion is - better maps. While current ones are good , it gets boring after playing for awhile. And it hardly makes sense .

This is an example how it could look. [it is 2 x 1 supergrid dimensions] [FULL SIZE . 1 pixel = 5 x 5 tiles. here - http://i.imgur.com/w9HweMQ.png]

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In summary, there would be large islands surrounded by sea. These island in the example picture would be the small islands. The bigger ones could be size of multiple supergrids.

Sea would play an important part in the game. Transporting personnel or goods , maybe whale hunting or large scale fishing.

Sea water wouldn't be drinkable, but you could gather salt - a new material.

This would require a new type of boat- a Sail boat.

Normal boat would lose most of it's speed in the sea, while the Sail boat would be fast in the sea, but slow in the fresh water.



Sea wouldn't be the only new thing. the whole geography would be more similar to real life. less river etc. Also grassland would not be spawned as default, but would only appear as you deforest the area.


Please share why you think this is cool or this sucks. thanks
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Re: realistic maps and sea.

Postby TokyoShovel » Sun Aug 11, 2013 5:51 pm

Love it...BUT....the lack of oceans/seas is probably a limitation of the current map generator, if not, I can think of two other problems... The game is based off of Iron Age Germany/Europe so yeah, not a lot of seas, seafaring and if you had seas, the world would have to be 4 or more times as big to have the same amount of usable land area. Other than those things I do think it could add a TON of new features but assuming you ever see it in Haven it'll be in Haven 2.
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Re: realistic maps and sea.

Postby Amanda44 » Sun Aug 11, 2013 8:28 pm

I love the idea of having oceans and proper ships, like you and TokyoShovel say, it opens up a lot more features and materials - not to mention bigger fish!

However, rather than all land being islands, I'd prefer to have a main land mass with an ocean that has some smaller/larger islands in it.

If you play as a group the idea of trade via shipping only really brings up the problem of 'pirates', but if you play as a hermit I forsee all kinds of problems - depending ofc, on how realistic you intend shipping to be.

For example, i'm assuming sailing the ship would take a crew rather than a single person and the same applies to fishing for larger fish. With this in mind the hermit will still need all the conventional trade methods we have now, even more so to be able to share in the new items brought about from the new fishing industries. My fear is that life for hermits will become even harder and maybe obselete if all land masses were islands.

Whilst on the subject of oceans - we would then have beaches, lots of new oppertunities for craftables and curio's, seaweed, seashells, pebbles, deckchairs, ice-cream - :lol: - jk about the deckchairs and ice-cream!
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Re: realistic maps and sea.

Postby borka » Sun Aug 11, 2013 9:24 pm

...you forgot towels... :lol:
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Re: realistic maps and sea.

Postby AnnaC » Sun Aug 11, 2013 9:36 pm

Always remember to bring a towel! *puff*

Edit: I would like to see more variety in biomes, maybe if there was a way for supergrids to have their own "base" terrain instead of every SG having coniferous forest as a base, to have some more regional variety in the gameworld.
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Re: realistic maps and sea.

Postby Amanda44 » Sun Aug 11, 2013 10:13 pm

borka wrote:...you forgot towels... :lol:


AnnaC wrote:Always remember to bring a towel! *puff*


Damn! Sand in my shoes again! :lol:


AnnaC wrote:Edit: I would like to see more variety in biomes, maybe if there was a way for supergrids to have their own "base" terrain instead of every SG having coniferous forest as a base, to have some more regional variety in the gameworld.


I'd like this also, whilst there do seem to be more patches of grassland, heath and moor than the previous world, the overall terrain of coniferous forest is tedious and could do with an overhaul.
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Re: realistic maps and sea.

Postby Savori » Mon Aug 12, 2013 7:37 pm

I somehow like this idea much. Many of the mmos out there like haven, especially Wurm Online, have made conciderable popularity due to the way its land mass is spread with realism.

AnnaC wrote:
Edit: I would like to see more variety in biomes, maybe if there was a way for supergrids to have their own "base" terrain instead of every SG having coniferous forest as a base, to have some more regional variety in the gameworld.


Yea, I somehow agree. Presently, although some additional terrains need to be added too, the present ones arent utilised properly either. Just look at the damn thickets and beaches.

As far as for the w.map designed by op, I edited it a bit to show how we can make terrains more strategically located. Bringing the concept of Equator, tropical forests(fixed version of thickets) are obviously located along this imaginary line. Then there are the beaches which can also be modified to act as deserts ^^

As for a new terrain, snow-lands(or whatever u say it) will lie better in the extreme north or south edges of the map.

Another idea I thought is that there should be some transition b/w diff. terrains. Lets say grasslands make tarnsitions b/w conifer-tropic forests. The same transition applies to the boundries of deserts too.

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Re: realistic maps and sea.

Postby tremlingrendel » Tue Aug 13, 2013 7:33 am

Granted the constraints of the current build of the game, but some notes I have on the subject:

- If we were going for sea travel to be a part of the game, some incorporation of powered vessels would be incorporated as well. Which would either have man-powered or wind-powered vessels. If I read it correctly at one point, Wind was a mechanic that once existed, but was removed.

- If the sea is introduced, the dangers of the sea should also be included. Sharks, whales, powerful storms, dehydration, etc. Unless this was a game of nearby islands, distance between larger land masses would be extreme, and sailing from one place to another would require a ship stockpiled with supplies and a lot of patience (read: bots)

- I would like the idea of a set size of the landmass, and a large crag/beach edge of the map to represent a nearby ocean, which may exist as an impassable barrier until future mechanics are implemented.

- Salt. Salt is awesome.
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Re: realistic maps and sea.

Postby DDDsDD999 » Tue Aug 13, 2013 7:56 am

I'd rather have rivers that aren't spaghetti and run-time map generation than most of this. Most of this stuff seems to imply the world was intended to be a world, rather than a section of an area, that in scale was endless.

I'd also hate to have most of the world be water. You all seem to think giant boats are fun, but to go between villages, having 90% of the travel be clicking past a bunch of blue tiles, with the occasional flotsam, maybe a sea-monster if jorb wants to not kill us with boredom, which would just basically be bears, with combat that might sound interesting in concept, but will just be as fun as other animals when the novelty of the "WOWNEWSTUFF LOLCOOL" factor wears off. Large bodies of water can only hold so much content, and to think we'll get even 10% of the possible content is foolish.

Also, lol @ the desert and rainforest stuff.
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Re: realistic maps and sea.

Postby Xcom » Tue Aug 13, 2013 10:10 am

I'm always for pirate ships, a house on water with pirate flag to add to this nice continental idea.

One flaw might just be that those island are to small. With propper bots you could deforest the whole landmass leaving everyone with a nice mega grassland continent.
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