Keeping you Posted, #1

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #1

Postby TeckXKnight » Sun Oct 12, 2014 9:07 am

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.
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Re: Keeping you Posted, #1

Postby Lunarius_Haberdash » Sun Oct 12, 2014 11:50 am

TeckXKnight wrote: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.


They don't even have to be able to cross the walls (though I'm good with that). So long as we CAN'T SHOOT OVER WALLS. Imagine hearing wolves howl outside your gate, but needing to get water or whatever.. Nope, not today pig... Thar be Wolves.

However, yes.. Walls need to NOT be the end-all-be-all of defense, yet another reason maintenance and upkeep of buildings and walls EVEN ON A CLAIM needs to be reinstated. If you don't have to leave your walls for anything (including maintaining your walls), something is wrong. (Well, unless you're part of a village that has people who wander far and wide to return with things to keep you from having to be outside).

There just needs to be more upkeep on your defenses, so that it makes sense to build small and compact, and not more than you need.

What Haven needs, IMO, is for players to stop having ways to avoid danger. Wilderness is dangerous, living in areas without big factions to keep the peace is dangerous... Instead.. Only the occasional dedicated band of raiders is dangerous, and only if they can get us in our homes, through our walls.

Why do players stay in their walls? They have no reason NOT to.
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Re: Keeping you Posted, #1

Postby DeathGlory » Sun Oct 12, 2014 11:52 am

loftar wrote:
Mernil wrote:In H&H when you have your bwall (early game), or L5 bwall, late game, you are invincible.
Nothing comparable with "Don't starve" which is quite the survival game.

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. :)


TeckXKnight wrote:
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.



Also night time in DS actually has a big significance and imagine chopping trees only to find out it can transform into a monster and kill you :| . Thats why i like haven cause its the closes thing to Dont starve + the multiplayer feature me and my friends have been looking for. :)
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Re: Keeping you Posted, #1

Postby MagicManICT » Sun Oct 12, 2014 3:32 pm

TeckXKnight wrote:
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.

In the world of 3D, this is called "sliding." The moving object doesn't really find a path around the obstacle object, but instead runs into it, slides along it until the two objects are no longer colliding, and then continues on the designated path. I think they could potentially do the same thing here. It's much easier to code and isn't as abusable as actual pathfinding.

I will note that animals (above ground in Haven) aren't supposed to be a huge threat, but more of a natural resource if you have the skill to kill or capture it, at least from what I can tell.


Lunarius_Haberdash wrote:They don't even have to be able to cross the walls (though I'm good with that). So long as we CAN'T SHOOT OVER WALLS. Imagine hearing wolves howl outside your gate, but needing to get water or whatever.. Nope, not today pig... Thar be Wolves.


It's called Ballistics. It's the reason why archers were really only safe inside a tower shooting through the holes (and now for the life of me, I can't recall the proper name for those holes.) And the troops massed inside the gates? Yeah, it didn't happen unless the gates were being breached. Too much danger from stray catapult shots to kill or maim multiple soldiers. So yeah, keep the "shooting over walls" as long as we keep primitive weapons like bows that function just as well when fired in a parabolic arc. Better idea would be to add in a cover/LOS mechanic so that you can't hit someone that is actually trying to avoid being hit by an arrow.

I do like the story idea of your post, though, and one of the reasons I've kept playing Don't Starve even though I can't seem to get the hang of it.
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Re: Keeping you Posted, #1

Postby loftar » Sun Oct 12, 2014 3:42 pm

MagicManICT wrote:In the world of 3D, this is called "sliding." The moving object doesn't really find a path around the obstacle object, but instead runs into it, slides along it until the two objects are no longer colliding, and then continues on the designated path. I think they could potentially do the same thing here. It's much easier to code and isn't as abusable as actual pathfinding.

Unfortunately, this is much more difficult to implement in a game like Haven than it is in a single-player game or client-primary game like WoW, since the server needs to tell the client about the future movements of an object in advance. In a single-player game, you'd just check for intersections and adjust the player object out of the intersecting object accordingly each cycle, before you draw. I could do the same thing server-side in Haven, of course, but it would mean that the client would keep interpolating the player object along the originally intended path while sliding was happening, causing extremely weird and choppy movement.

This is basically the same reason why it's hard to implement proper momentum on movement in Haven.

MagicManICT wrote:I will note that animals (above ground in Haven) aren't supposed to be a huge threat, but more of a natural resource if you have the skill to kill or capture it, at least from what I can tell.

That's how it is, but it's a stretch to say that it is how it's "supposed" to be. :)
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Re: Keeping you Posted, #1

Postby Lunarius_Haberdash » Sun Oct 12, 2014 4:15 pm

MagicManICT wrote:
TeckXKnight wrote:
Lunarius_Haberdash wrote:They don't even have to be able to cross the walls (though I'm good with that). So long as we CAN'T SHOOT OVER WALLS. Imagine hearing wolves howl outside your gate, but needing to get water or whatever.. Nope, not today pig... Thar be Wolves.


It's called Ballistics. It's the reason why archers were really only safe inside a tower shooting through the holes (and now for the life of me, I can't recall the proper name for those holes.) And the troops massed inside the gates? Yeah, it didn't happen unless the gates were being breached. Too much danger from stray catapult shots to kill or maim multiple soldiers. So yeah, keep the "shooting over walls" as long as we keep primitive weapons like bows that function just as well when fired in a parabolic arc. Better idea would be to add in a cover/LOS mechanic so that you can't hit someone that is actually trying to avoid being hit by an arrow.

I do like the story idea of your post, though, and one of the reasons I've kept playing Don't Starve even though I can't seem to get the hang of it.


Ballistics only work if you can A: See your target, or B: Have a spotter, otherwise you're firing in the dark... All the arc and trajectory isn't going to make that wall transparent. They're called murder-holes, I shit you not.

My problem is being able to see over the walls at all, not so much the fact that you can shoot over them (so, a correction there). Now, if you had corner towers with internal spaces that make you very difficult to hit but give you clear line of sight to your target? Fine. I may even say "If you have someone on the wall who can serve to announce the position"... Fine.

But transparent walls? Sucks for those inside, and gives too much confidence to those outside.
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Re: Keeping you Posted, #1

Postby Tonkyhonk » Sun Oct 12, 2014 5:17 pm

MagicManICT wrote:a tower shooting through the holes (and now for the life of me, I can't recall the proper name for those holes.)

http://en.wikipedia.org/wiki/Embrasure
http://en.wikipedia.org/wiki/Arrowslit
http://en.wikipedia.org/wiki/Loophole

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Re: Keeping you Posted, #1

Postby RubyRed » Sun Oct 12, 2014 11:48 pm

Loving what I am seeing so far, cant wait to try it out. Then ill suggest things. No point till your neck deep in it eh.
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Re: Keeping you Posted, #1

Postby MagicManICT » Mon Oct 13, 2014 5:15 pm

Murder holes are actually holes in the floors of the upper story of a gate house to pour out heavy stone or hot pitch on anyone attacking the gate. They usually hate grates over them, of course, so people wouldn't fall through on regular patrol.

And thanks, tonky. Loops was the term I was thinking of, but just couldn't recall.
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Re: Keeping you Posted, #1

Postby Denkar » Mon Oct 13, 2014 8:55 pm

Content!!! Finally!! I love you guys!!! Can't wait for the new Haven.
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