Going one step beyond.

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

Going one step beyond.

Postby JustasJ » Sun Mar 14, 2010 12:50 pm

I like the recently added battering rams and have some more suggestions for the more advanced stuff in the game:

1. Roads and boats for travel:

A path of laid stone should boost the speed of carts and people so this could reduce the amount of time spent travelling from constant point A to point B.
With regards to boats, in regards to Scandinavic/Germanic setting to the game, a longboat should be introduced which needs a dock to be built in, is very slow to drag on the ground but has huge storage space both for carryables and passengers.

Edit: stone counts as an easy terrain, so it is ok to be used as roads. The longboats haven't met a discussion yet, though even many similar suggestions exist.

2. Mills and granaries:

Granary would basically be a huge container for food items, something like over 4 cupboards which is far slower to decay than a cupboard but is the size of a building and a mill would slowly convert wheat seeds you put into it into flour you can pick up. Unlike quern, it would make 1 flour out of 4 wheat seeds not 5 but would give no lp from flour production.

Edit: My mistake: 2 units of wheat are used on querns, so I guess mills should use 1 instead of two. Also, I think that the quality of flour should increase as the mill is spinning up to the quality of grain, if possible. To make mills less powerful, we could make them be watermills, meaning that they could be built only next to water, making them easy targets to rob.

3. Houses with glass windows and temples:

A house similar to Stone mansion but which doesn't ask for as many stones but requires glass would be a nice addicion to the game. Also, a hut with straw roof and clay walls would be cosy.
A temple should be available to a village leader and only one temple could be built per city. Once built, it could heal people or give lp for sacrificing food to it(Good place to perform Wyrd rituals);

Edit: temples could actually give buffs to skills or attributes for sacrificing to gods. Several versions of temples could be available, but only one per village. Different temple would give different buffs, so specialisation of villages could occur.

4. A round world:

It is quite strange to find a wall in the map, I guess, so why not make people that go far north to end up in the southernmost part of the world? this could be a nice addition.

Edit: since the devs are sometimes adding more supergrids to the map, instead of a torroidal map, they could at least make map's edges surrounded by water tiles to give the map a feeling of a continent. New supergrids could be added to be other continents then.

5. Natural deurbanisation:

Some system should be made to make unused houses and other items fall apart if they are abandoned, in addition to the current decay or instead of it. Maybe small trees would sometimes grow on the ground with laid stones. If such trees reach maturity, they break the land of laid stone causing decay damage to surrounding area, thus "deurbanising" the surroundings a bit.

Edit: Reforestation in forests could work by treestumps turning into tree saplings after a week or so, but this could increase the supply of lumber, since replanting trees in the game is far more difficult than waiting for treestumps to regrow.

6. Telescopes, compasses and similar stuff to find out where in the game you are:

I would like some kind of tool that shows what is your location in the map, so if you want to perform a trade with some person in the forum or just meet someone you would know if it's forthwhile judging from your location's on the map. No need for the map itself, just the 'X' on a larger map than the minimap with your grid cooardinates next to it.

Edit: I think that astrolaby or sextant could be better for this. Astrolaby would require nothing more than two boards to build but would take up 4 inventory spaces while sextant would require two bars of any silver or gold but only take up one space. These tools could be accompanied by a travel journal where you can mark the locations you have visited along with some notes. If Hearth teleportation system was taken out of the game, this could be used as a way to come back home from a long trip easier.


Any thoughts?
Last edited by JustasJ on Wed Mar 17, 2010 3:44 pm, edited 1 time in total.
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Re: Going one step beyond.

Postby Fjorn » Sun Mar 14, 2010 1:02 pm

JustasJ wrote:I like the recently added battering rams and have some more suggestions for the more advanced stuff in the game:

1. Roads and boats for travel:

A path of laid stone should boost the speed of carts and people so this could reduce the amount of time spent travelling from constant point A to point B.
With regards to boats, in regards to Scandinavic/Germanic setting to the game, a longboat should be introduced which needs a dock to be built in, is very slow to drag on the ground but has huge storage space both for carryables and passengers.


Paved road already counts as easy terrain, meaning you can run without stamina loss, and you can sprint.

4. A round world:

It is quite strange to find a wall in the map, I guess, so why not make people that go far north to end up in the southernmost part of the world? this could be a nice addition.


Uh... the world doesn't work like that? If you go all the way north, you'll eventually be heading south on the other side of the world... not heading north from the south pole
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Re: Going one step beyond.

Postby Sarge » Sun Mar 14, 2010 1:04 pm

Fjorn wrote:
JustasJ wrote:
4. A round world:

It is quite strange to find a wall in the map, I guess, so why not make people that go far north to end up in the southernmost part of the world? this could be a nice addition.


Uh... the world doesn't work like that? If you go all the way north, you'll eventually be heading south on the other side of the world... not heading north from the south pole


Uh... the H&H world obviously... and it is currently flat.
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Re: Going one step beyond.

Postby Potjeh » Sun Mar 14, 2010 1:06 pm

And what happens when new grids are added, and you've built your place on this edge. You wake up one morning to find your coop has moved 50 miles overnight?
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Re: Going one step beyond.

Postby niltrias » Sun Mar 14, 2010 1:08 pm

JustasJ wrote:I like the recently added battering rams and have some more suggestions for the more advanced stuff in the game:

1. Roads and boats for travel:


We have these, although more would be nice. I am especially looking forward to a multi-crew longboat.

2. Mills and granaries:

Granaries yes, mills...how would you use your skills/get lp from this? I like the idea of mills overall but it doesnt really work with the current system.
Edit -- also, making the mills less efficient, taking away the lp...no one would use them.
3. Houses with glass windows and temples:

More houses yes, especially as I find it annoying that 2/3 houses require evergreen forest. Why not have, say, the house require fir boughs and the cabin require elm boughs? And I would love to see clay/brick houses as well as as small stone houses.

4. A round world:

No. we arent living on the little prince's moon.



5. Natural deurbanisation:


I thought this got added in with the most recent update but I could be wrong. Also, the tree thing might be better addressed by the "dynamic forest idea".

6. Telescopes, compasses and similar stuff to find out where in the game you are:


Too abusable in the form you suggested, vis-a-vis the tracking system. I cant imagine needing a compass in the game. Telescope giving access to the remote view ability as per loftars watchtower post, maybe...but honestly, telescopes are not very useful in forests.
Last edited by niltrias on Sun Mar 14, 2010 1:38 pm, edited 1 time in total.
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Re: Going one step beyond.

Postby Sarge » Sun Mar 14, 2010 1:16 pm

niltrias wrote:3. Houses with glass windows and temples:
More houses yes, especially as I find it annoying that 2/3 houses require evergreen forest. Why not have, say, the house require fir boughs and the cabin require elm boughs? And I would love to see clay/brick houses as well as as small stone houses.


This I was looking forward to in this new map as a part of a very big world where resource types, forestry, fauna, flora, terrain, weather, elevation etc were not available/identical/typical accross the entire map, but in different areas as to stimulate different 'looks' in different regions... but alas... :roll:
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Re: Going one step beyond.

Postby niltrias » Sun Mar 14, 2010 1:17 pm

Sarge wrote: but in different areas as to stimulate different 'looks' in different regions... but alas... :roll:

Yes
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Re: Going one step beyond.

Postby Avu » Sun Mar 14, 2010 1:34 pm

it would make 1 flour out of 4 wheat seeds not 5 but would give no lp from flour production.


How about we do some flour first and then make suggestions about it ehm?
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Re: Going one step beyond.

Postby Potjeh » Sun Mar 14, 2010 1:42 pm

niltrias wrote:Granaries yes, mills...how would you use your skills/get lp from this? I like the idea of mills overall but it doesnt really work with the current system.

I don't see anything wrong with using mill quality instead of farming skill. You still need farming to grow the wheat in the first place.

As for LP, simple: make flour grinding and crop harvesting give the same LP per time, and you get no LP from automated milling. So, you can play for one hour, harvest wheat and mill it and get LP for both. Or, you can harvest your wheat, set it to auto-mill, and then harvest your flax, getting the same LP you'd get in the first scenario, but getting more actual work done.
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Re: Going one step beyond.

Postby niltrias » Sun Mar 14, 2010 1:54 pm

I like that idea. Only thing is I would like it to be tied to the resource point idea, so that mills can only be built in certain areas...you could then have an entire area bringing wheat to a mill, or others using querns. Seems both good for the game and realistic.
(I am a fan of both, where possible)
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