Input Wanted: Civilization

Announcements about major changes in Haven & Hearth.

Re: Input Wanted: Civilization

Postby theTrav » Thu Aug 27, 2009 4:41 am

farmchamp wrote:On claims you do a bit worse

Claims are not mutually exclusive to civilization, in fact, I'd be more likely to invest in a claim if I'm living near lots of people than if I were on my own.

farmchamp wrote:Also, make it so newbs can go into mordor, just they get a warning. I want to find a secluded place

I don't think it's been implied anywhere by anyone that mordor is blocked off to anyone by anything but high level wild-life that will eat you.
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Re: Input Wanted: Civilization

Postby Jest » Thu Aug 27, 2009 4:42 am

Brosephine wrote:As weird as it may sound, I would consider weighting the civilisation levels on the repair levels like walls, ovens, kilns, etc

Since these things decay, inactive settlements would eventually become wilderness, leaving crumbling ghost towns stalked by hungry foxes - rather than a bunch of hearth fires keeping the place safe.


This, definitely this.
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Re: Input Wanted: Civilization

Postby Jfloyd » Thu Aug 27, 2009 5:24 am

Would it be at all possible to make the weight of hearth fires based off of how often the owner logs in? As time passes and it's not used it eventually becomes null. That's what I'd prefer.
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Re: Input Wanted: Civilization

Postby Onionfighter » Thu Aug 27, 2009 6:17 am

I also think Brosephine's idea is quite good. I also support the decay of hearth fires due to inactivity.

Perhaps another way to encourage civilization would be to make some structures that are necessary for some kind of production, but the material and effort requirements are so high that a group of people are needed to create it. I remember that one of the big perks of living in a village was access to a meat grinder. These structures could indirectly create the situations Jorb mentioned: higher quality items can only be made in civilized areas.

Mills have been mentioned, foundries, carpenters, and shipbuilders could be included.
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Re: Input Wanted: Civilization

Postby Morsigil » Thu Aug 27, 2009 6:36 am

Onionfighter wrote:I also think Brosephine's idea is quite good. I also support the decay of hearth fires due to inactivity.

Perhaps another way to encourage civilization would be to make some structures that are necessary for some kind of production, but the material and effort requirements are so high that a group of people are needed to create it. I remember that one of the big perks of living in a village was access to a meat grinder. These structures could indirectly create the situations Jorb mentioned: higher quality items can only be made in civilized areas.

Mills have been mentioned, foundries, carpenters, and shipbuilders could be included.


Kind of like what I was mentioning above. I didn't see the discussion regarding foundries, carpenters, mills, etc.
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Re: Input Wanted: Civilization

Postby eql » Thu Aug 27, 2009 12:39 pm

Brosephine wrote:As weird as it may sound, I would consider weighting the civilisation levels on the repair levels like walls, ovens, kilns, etc

Since these things decay, inactive settlements would eventually become wilderness, leaving crumbling ghost towns stalked by hungry foxes - rather than a bunch of hearth fires keeping the place safe.


this is along the right lines id say
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Re: Input Wanted: Civilization

Postby eql » Thu Aug 27, 2009 12:52 pm

oh and for the crumblin ghost towns there should definitely be some cool graphics for the broken down buildings.
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Re: Input Wanted: Civilization

Postby phi » Thu Aug 27, 2009 1:09 pm

eql wrote:oh and for the crumblin ghost towns there should definitely be some cool graphics for the broken down buildings.

yea, im missing those too.
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Re: Input Wanted: Civilization

Postby KaiserPanda » Thu Aug 27, 2009 11:32 pm

jorb wrote:We are a bit undecided on which mechanic should bring this about -- I'm in favor of a direct civilization modifier on item quality, loftar favors a more indirect method of increased object/item decay in Mordor, calling my suggestion arbitrary in terms of realism -- but are we on the right track to begin with? Would this work? Why? Why not?


Do both of these! Also maybe hearth fires should decay quickly - they're easy to build, and if you are part of a civilisation there is a village idol to alternately spawn at. That would re-absorb the small dead settlements quicker. It doesn't even need a time-since-logged-on mechanic, just make them need some branches for repair to keep it from dying in a week or something.
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Re: Input Wanted: Civilization

Postby moonshield » Fri Aug 28, 2009 12:12 am

I'd prefer if item quality would depend on some (upgradable) skill and the quality of items you work it (i guess thats rather obvious).
About the ghost towns/civ levels, i would agree with hearth fires/ cabins losing their influence in the time theyre inactive till no influence at all.
I think claims should stay forever, but be destroyable and have health depending on their size and probably civ level around it (claims in the wilderness would be far easier to declaim)
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