Mernil wrote:Also it terribly lacks a multiplayer mode.
They're working on it. Beta keys for round 1 went out already, round 2 keys go out soon.
Mernil wrote:So no, no tutorial, no achievements, no whatever.
One of the more interesting things that the devs of Don't Starve discussed was the need to not coddle players. They tried to provide tutorials and in-game quests to teach players how to play and once players had finished these simple quests they stopped playing. However, by giving players a general idea of what to do via visual and audio feedback, players engaged with the world on their own and lived or died by that. Looks of fear from their character, strange noises, hungry motions, and having menus light up when you could craft from them all helped. If Haven provided the same feedback such as a character's stomach growling when they got hungry, violent noises from the direction of wild animals, rustling in bushes when small critters were nearby, that all would all a lot to the game.
Pro_Superstar wrote:Also, can pathfinding be a feature? Thanks for your understanding.
Pretty please? Make it toggleable so that players can still opt to utilize more ideal routes over hills and away from obstacles but let pathfinding around simple objects like trees and rocks just be a thing.
loftar wrote:What I tried to ask is what Don't Starve does that differs from this, not what Haven does. I'm quite well aware of the latter. :)
To be entirely honest Don't Starve went through the same trouble that Haven is going through. You could just build a wall and be 100% safe from natural outside threats and starvation. Their solution was the removal of perfectly renewable resources, such as farms that required no real upkeep and bushes that acted identically to wild berry bushes. Instead there were consequences. I think if you made farms a high yield venture from a single plot, similar to how domesticated animals work now, while making future generations from the same seed yield substantially diminished returns with wild seeds being extremely rare, that would help. On the other end of the spectrum, domesticated animals need to not yield so much meat that you can endlessly harvest from them for half an hour and still not manage to gather all the meat before they decay.
The second solution was that there were wild threats that could just get through your walls and obstacles. In DS it was things like wolf attacks and giants and santa claus. Mechanics for animals to just climb over obstacles or to leap small distances would make them terrifying at times in Haven, so that our walls aren't the be all end all to defense. For this to have any meaning nasty, creepy things that can actually pose legitimate challenges to players without just pointlessly wiping them out have to be a thing.
I don't believe that there is a simple or elegant solution to the issue of walls. No matter what players will find a way to be safe, it is the goal of a survival game to achieve reliable survival. Merely providing challenges that are faced on a regular basis, whether players like it or not as no sane player will willingly consent to threats to their crops or safety, should be enough. Until it comes to player vs player, of course, and then you're entering territory that is another challenge altogether, as you're all too familiar with.