Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby Potjeh » Fri Aug 01, 2014 8:02 pm

Anyway, I'm all for localized resources, but q nodes are a bad implementation. A good implementation is biome-specific forage, like bluebells or edelweiss. Unfortunately biome resources don't extend much beyond forage, with the only notable exception being trees (coniferous vs deciduous forest), but then again all lumber is the same. I wish biomes were relevant in the same way for q pushing as well, especially when it comes to crops (goes double for grapes). Biomes are good because they're clearly visible, and they're not centered on a single tile.
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Re: Haven 2.0: "Hafen"

Postby McJager » Fri Aug 01, 2014 8:53 pm

By localized resources do you mean a finite amount in their respective biome or?
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Re: Haven 2.0: "Hafen"

Postby Kaios » Fri Aug 01, 2014 11:20 pm

He's referring to his earlier post

Potjeh wrote:Mind you, I don't mean that location where you settle should be irrelevant to quality of your stuff. Just that it should based on biomes rather than invisible spots. Different biomes would provide different base resources that all start at q10 but can be crafted into higher quality items. For example, acre clay might be better for pottery, so tree pots made from it would gain more from kiln and fuel quality (and possibly potter's wheel, if that's ever implemented); on the other hand ball clay might make better bricks. And yeah, clay spots should be clearly visible rather than having to dig here and there to find them.
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Re: Haven 2.0: "Hafen"

Postby loftar » Sat Aug 02, 2014 12:39 am

McJager wrote:By localized resources do you mean a finite amount in their respective biome or?

What I mean by them is something that is only available in certain locations, like metals for instance. High-quality clay could be thought of as another example.

Potjeh wrote:only the center tile is actually useful and the surrounding tiles' only purpose is griefing

I agree that this is an issue, for sure.
Potjeh wrote:What I don't like about them is that they're invisible, there's no rhyme or reason to their location [...] and only the very best ones matter in the endgame.

Don't you think it's slightly contradictory to want them to be both clearly visible (to newly created characters) and an end-game thing, though?
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Re: Haven 2.0: "Hafen"

Postby Massa » Sat Aug 02, 2014 1:18 am

loftar wrote:
McJager wrote:By localized resources do you mean a finite amount in their respective biome or?

What I mean by them is something that is only available in certain locations, like metals for instance. High-quality clay could be thought of as another example.

Potjeh wrote:only the center tile is actually useful and the surrounding tiles' only purpose is griefing

I agree that this is an issue, for sure.
Potjeh wrote:What I don't like about them is that they're invisible, there's no rhyme or reason to their location [...] and only the very best ones matter in the endgame.

Don't you think it's slightly contradictory to want them to be both clearly visible (to newly created characters) and an end-game thing, though?

I think he wants them to be less detrimental to one's success in this game.
And more dynamic. While they should be incredibly important, there are just so many goofy things about them.
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Re: Haven 2.0: "Hafen"

Postby TeckXKnight » Sat Aug 02, 2014 1:25 am

How the game interacts with us and gives us feedback is important. The sounds, music, animations, how they change, and what they change to matter a lot when we're a player. Having some sort of visual or audio feedback that we are near something perks us up, it lets us know that we are near something that we want and it breaks the monotony of move 20 tiles, dig 1, move 20 tiles, dig 1, move 20 tiles, dig 1. It could be the tiniest little detail like an especially squishy sound effect when we step onto high quality clay. It would make the game so much more fluid and pleasant than constantly having to worry about digging and testing water every 5 feet to make sure we didn't miss a high quality node.
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Re: Haven 2.0: "Hafen"

Postby RubyRed » Sat Aug 02, 2014 2:15 am

Could also make an item simler to a dozing rod, or give the rod extra uses. Could even make a dozen different dousing rods, to fit each node type.
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Re: Haven 2.0: "Hafen"

Postby Jackard » Sat Aug 02, 2014 3:24 am

TeckXKnight wrote:We actually filter that water before drinking it. A filtration pump and iodine tablets are basic backpacking/hiking tools. You can probably get away with drinking moving water but you often get stuck having to deal with pools of still water on longer backpacking trips so you tend to make it a habit of cleaning all of your water no matter what.

Tablets? Isn't it safer to boil it?
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Re: Haven 2.0: "Hafen"

Postby McJager » Sat Aug 02, 2014 3:30 am

Generally yes, Iodine is kind of old school isn't it? Well.. so is boiling water lol
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Re: Haven 2.0: "Hafen"

Postby Massa » Sat Aug 02, 2014 3:40 am

Jackard wrote:
TeckXKnight wrote:We actually filter that water before drinking it. A filtration pump and iodine tablets are basic backpacking/hiking tools. You can probably get away with drinking moving water but you often get stuck having to deal with pools of still water on longer backpacking trips so you tend to make it a habit of cleaning all of your water no matter what.

Tablets? Isn't it safer to boil it?

There are many situations in which one can not boil it.
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