Keeping you Posted, #1

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #1

Postby Kaios » Wed Oct 08, 2014 1:55 pm

This is pretty cool, I'm glad to see you guys are making good progress. Looks like there have been plenty of interesting suggestions with regards to caves and the underground levels so I won't bother much with that, though I was thinking about the possibility of underwater cave systems leading out in to a river or lake (or ocean or sea which you are of course going to add!).

Was reading up on stuff like this a bit:
http://en.wikipedia.org/wiki/History_of_submarines#Early_submarines

Of course I'd much prefer to see more forms of above water travel before adding anything of the sort. Just some food for thought.

Lunarius_Haberdash wrote:The question I already know the answer to is: "Will everything finally start decaying again? Even on a claim? Will FOOD finally start decaying so we're not enjoying 2 year old Blueberry Pie scavenged from someone elses cupboards after the world inevitably goes dead again?"


There are many who dislike such features and I know plenty of people who were annoyed by having to repair their walls on a regular basis. That said I personally am not adverse to the inclusion of such a system. It could certainly be implemented in better ways than in the past.

Anyways, I think I said something not long ago about donating should some progress finally be shown and I will stick to my word. (After my next pay cheque)
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Re: Keeping you Posted, #1

Postby Alubag » Wed Oct 08, 2014 3:39 pm

The food decay idea is the worst i've ever heard, it's the perfect example that realism is not always desirable in a game.
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Re: Keeping you Posted, #1

Postby Repercussionist » Wed Oct 08, 2014 4:20 pm

Alubag wrote:The food decay idea is the worst i've ever heard, it's the perfect example that realism is not always desirable in a game.


Agreed. As much as people complain about the tediousness of the game and how botting is pretty much required to make it bearable, they sure do suggest a lot of mechanics to make it more tedious.

Concerning realism, I would argue that more often (NOT read as "all the time") realism comes second to playability, especially concerning game mechanics. True that it's important in keeping the context of the world you are trying to create, if such a world exists, but many people play games as a break from their actual lives. Haven especially presents an excellent platform to pose different, solvable problems and social conflict/comradery that may not be present in your regular life. Nobody wants to spend the day doing maintenance work on their house because X went wrong then sit down to play a game and have to do the exact same thing.
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Re: Keeping you Posted, #1

Postby painhertz » Wed Oct 08, 2014 4:43 pm

Kaios wrote:This is pretty cool, I'm glad to see you guys are making good progress. Looks like there have been plenty of interesting suggestions with regards to caves and the underground levels so I won't bother much with that, though I was thinking about the possibility of underwater cave systems leading out in to a river or lake (or ocean or sea which you are of course going to add!).

Was reading up on stuff like this a bit:
http://en.wikipedia.org/wiki/History_of_submarines#Early_submarines

Of course I'd much prefer to see more forms of above water travel before adding anything of the sort. Just some food for thought.

Lunarius_Haberdash wrote:The question I already know the answer to is: "Will everything finally start decaying again? Even on a claim? Will FOOD finally start decaying so we're not enjoying 2 year old Blueberry Pie scavenged from someone elses cupboards after the world inevitably goes dead again?"


There are many who dislike such features and I know plenty of people who were annoyed by having to repair their walls on a regular basis. That said I personally am not adverse to the inclusion of such a system. It could certainly be implemented in better ways than in the past.

Anyways, I think I said something not long ago about donating should some progress finally be shown and I will stick to my word. (After my next pay cheque)






Shit, that brings to mind one of my favorite parts of Haven. when you make the mapgen PLEASE keep in ubiquitous rivers. The lack of availability of rivers to boat om also killed Salem for me. have enough rivers in a supergrid to make travel by boat useful. Boats were damned near useless for me in Salem. (or if not have Horses from the get go ......)
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Re: Keeping you Posted, #1

Postby GrapefruitV » Wed Oct 08, 2014 5:05 pm

Salem had not enough rivers, but Haven has too many now, it's too easy to travel and almost impossible to hide. Would be nice to see something in between.

As for food decay, it sounds nice in theory as any other realistic mechanics, but it would be a real hell. Maybe it could affect only FEP, like +10% for few months old cheese, -10% for old pies, etc.
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Re: Keeping you Posted, #1

Postby loftar » Wed Oct 08, 2014 5:51 pm

When it comes to food decay, I think we're going to at least experiment a bit with it, and see if it can be done in a fun way. I would like to think that it can be done by being selective enough. For instance, I do think there is a reasonable category of "fresh foods", like newly-roasted meat or stuff like that, that could and should decay in a meaningful manner (so that they can constitute a category of more "exclusive foods" that can't be stockpiled), while there should also exist states of food that are far more steady. Dried/pickled/salted stuff are obvious examples thereof. As for stuff in between, I'm guessing we'll gravitate towards steady states so as to try and avoid meaningless and boring grind. We'll tread cautiously and see how it turns out.
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Re: Keeping you Posted, #1

Postby Darthjew » Wed Oct 08, 2014 6:44 pm

Alubag wrote:The food decay idea is the worst i've ever heard, it's the perfect example that realism is not always desirable in a game.

I agree, I would hate a mechanic like that, it might be realistic, but it also is incredibly annoying.
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Re: Keeping you Posted, #1

Postby overtyped » Wed Oct 08, 2014 7:02 pm

Darthjew wrote:
Alubag wrote:The food decay idea is the worst i've ever heard, it's the perfect example that realism is not always desirable in a game.

I agree, I would hate a mechanic like that, it might be realistic, but it also is incredibly annoying.

Yes.. it would punish casuals, oh wait, fuck casuals, IMPLEMENT PLOX
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Keeping you Posted, #1

Postby Lunarius_Haberdash » Wed Oct 08, 2014 7:33 pm

My thoughts exactly. I like the idea of being able to create nonperishables, but perishables should always be superior.
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Re: Keeping you Posted, #1

Postby Ozzy123 » Wed Oct 08, 2014 7:44 pm

If food will be decaying the game will be dead even faster cuz people wont even raid inactive villages to eat some free shit becouse it will decay, and high-end players will just quit of boredom.
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