Old items that require attention.

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

Old items that require attention.

Postby Seizure » Sun Jan 24, 2010 2:20 pm

I am going for a bit of a change here. Just trying to bring attention back to items that seem to have been either forgotten, or just plain ignored for unknown reasons.

First, we will start with built buildings. We need to know the Q of them. It is way to easy to confuse your Q 150 barrel, with your Q10 ones used for storage. And if you do that? Oh well, you have to waste more resources to rebuild one.

Second, we have seed bags. Good for storage, and okay for harvesting large fields. Helps with harvesting poppies, thats for sure. The biggest flaw Id say is the fact that there is not a move all button. Something like that would make these 1000% more helpful. I could even do without a sorting option if a move option was in.

The UI for the game. There are no options, and no settings. In order to do something simple (like turning off the amazingly loud sounds), you must know the console command to do something about it. These are not documented anywhere easily found, so the majority of the playerbase has to use an alternate client just to play the game at a reasonable level.

Cows and sheep. No way to tell if they are preggy, no way to tell if they are producing milk, no way to tell how much milk they have. Taming a single fucking cow takes A STRAIGHT HOUR and it is THE MOST BORING THING POSSIBLE. You are simply sitting there, waiting. The point of a game is to keep you involved, to keep you entertained. Not to break the rhythm of the game and force you to wait. Its a bad design decision in my opinion.

Beehives. I dont know if they are broken, if they are working as intended, or how exactly they are supposed to work. Could we get at least some clarification on this?

KEY RINGS. Gates have keys, and villages generally have 2 enterances from what Ive seen. People have their own claim, and they have at least one enterace. If you have any friends, they are going to give you keys to their house. KEYS KEYS KEYS, and you need to keep track of them, so you name them all nicely...

Then theres the fact, you have a limited amount of inventory, and its unreasonable to ask someone to always carry their keys. You dont want to drop your keys in a container though for 2 reasons. It runs the risk of you losing it, and you have to travel to the container to pick up a key. We know you guys have them drawn and planned out, whats the hold up?


I know, some of this may seem a bit ranty. That I do apologize for. It needs to be said though, these things really do need attention. The developers are SO into adding new things, many bugs and half finished things are left on the wayside and the community as a whole gets the shaft for it. I understand the game is in an alpha...

You know how games get past alpha though? YOU FIX BUGS, YOU FINISH IMPLEMENTING ITEMS BEFORE MOVING ONTO THE NEXT THING! Please, think of the gamers.

TL;DR?

I could of easily made it twice the length. Be happy?

oh and one last thing... Please make the lag problem the highest priority. I really think this whole thing is getting a bit out of hand. People are angry, and things have been done. Reactions are escalating and its just silly now...
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Re: Old items that require attention.

Postby scourage » Mon Jan 25, 2010 12:49 am

I agree with you about seedbags.

Maybe instead of a move all command, they can allow you to left click the seed bag then right click a trough to empty the enrite bag into the trough.

Keyring should be like a seedbag where your keys are automatically filtered into the keyring, You shouldbe able to name the keyrings too.

More colors for bags and keyrings should be the color fo the metal used to make them or add dyes as a component for different keyrings and bags.

Taming cows and sheep should be much easier. Maybe reduce the quelling down to 1-2 time and reduce the damage they do, you should be able to wear relatively low ql leather armor and tame farm animals. Keep the forceful taming but also add a friendly taming method. Forceful should be a quick tame followed by alot of eating and not alot of production, and the friendly method is a bit longer but they begin to produce milk/wool right away.
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Re: Old items that require attention.

Postby Paskal_07 » Mon Jan 25, 2010 10:54 am

This game really needs keyring. As i see it, it must be fitted to character to use and it can keep any amount of keys you want, because keys require no space for keeping.
Its really a problem too keep them somewhere when you have more than one gate.
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Re: Old items that require attention.

Postby Jackard » Mon Jan 25, 2010 12:47 pm

i like potjehs idea of just adding gate permissions instead
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Re: Old items that require attention.

Postby DocDude » Mon Jan 25, 2010 1:05 pm

Keys are good so that stealing them would be possible, and the need to clone one with metal is realistic. I think they just need to be less annoying to keep track of. The keys can act like permission that needs to be clone and can be stolen, without taking inventory space or possibly taking only one space as "key ring".
It may also be possible that you need to wear a belt in order to enjoy this benefit (as putting your key ring on a belt, and people can also try to steal it off of you).
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Re: Old items that require attention.

Postby Seizure » Mon Jan 25, 2010 5:41 pm

An easy way to implement keyrings would be like so...

It adds a few more equipment spaces that only keys can be put into. That way, you are limited to a reasonable amount of keys, and they are still stealable. That would keep that mechanic the same, and I like how that mechanic works.
Would give a use to the poor mans belt slot, instead have a keyring go there. A pointless slot now has a proper use!

The idea of permissions on gates is retarded imo. That would essentially make gates walls, and wouldnt fit into the spirit of the game at all. (Do you play the game Jackard?)

I am not saying taming cows should be easier scourage, as they were implemented to be for more established players(at least that I understand it from how they were implemented).

Im saying it shouldnt take such an unreasonable amount of time to tame a single cow. Its enough that they take a decent amount of work to keep a good sized herd alive.
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Re: Old items that require attention.

Postby Potjeh » Mon Jan 25, 2010 6:24 pm

It's easier to suspend my disbelief on gate permissions then on having to destroy the whole gate just to change the lock.
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Re: Old items that require attention.

Postby Seizure » Mon Jan 25, 2010 6:33 pm

Potjeh wrote:It's easier to suspend my disbelief on gate permissions then on having to destroy the whole gate just to change the lock.


Its not about that at all Potjeh. Its about keeping the mechanic how it is, and keeping it in spirit with the game.

Your SUPPOSED to be vulnerable when someone gets your keys, and its SUPPOSED to be a job in itself to get yourself protected again.


The only reason to put that in is to completely remove how a door works. Your supposed to be able to open the damn thing, even if the owner doesnt want you to. ITS A DOOR, not some type of force field that only allows one specific person through.
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Re: Old items that require attention.

Postby sabinati » Mon Jan 25, 2010 6:46 pm

being able to change the lock instead of having to smash the thing would be nice... and also make it so that you can have multiple gates with the same key, e.g. east gate/west gate or whatever.
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Re: Old items that require attention.

Postby bitza » Mon Jan 25, 2010 6:54 pm

Changing locks has great griefing potential!

I think it would be really nice to somehow be able to get into a quiver and sort or remove specific arrows.
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