Keeping you Posted, #0

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #0

Postby razfen » Wed Oct 08, 2014 6:46 pm

I really dig the settlers-like graphics and the stockpiles. As a quick criticism: I think the sharp cornered stuff (like the ore smelter) look much better than bent shapes and give a lot to the atmosphere.
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Re: Keeping you Posted, #0

Postby Lunarius_Haberdash » Wed Oct 08, 2014 9:26 pm

painhertz wrote: I think it being expanded by how many ever SG's kind of ruined it, too much land and not enough players.


Dear God no... I've been disappointed by the size of the world since World 3 when we had a 9x9, and I thought even THAT was too small. Some of us want to take our communities to the far end of the world, away from raiders, politics, and in-fighting. Truly intrepid bandits still found us, but mostly we had peace. This was particularly fun because the center of the map ended up being where the powerhouses congregated, and travelling there for trade could be a perilous venture.

But they always tended to have the best stuff, so travel we did.


I want a huge, expansive world where you can travel through miles of wilderness, and eventually stumble onto some remote hermitage or mostly unknown village of quiet frontiersman.

I want teleportation removed so distances on the map MEAN something, and travelling to trade with your neighbor is something to plan for. I want to see people stick close to home to build their communities, with traders being the intrepid adventurers who cross the bandit ridden middle-lands to move goods and resources to those who have them, to those who want them.

Bring us a huge expansive world we can each carve our own chunk out of... Don't shove us into a box where we HAVE to play by the rule of kill or be killed. (But nor make there be a way for it to be completely avoided). Exploration and discovery is my favorite part of this game, and with a tiny map... Well... There's nowhere to explore and every damned square inch is occupied. It's crowded here.. Even now.
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Re: Keeping you Posted, #0

Postby LadyV » Wed Oct 08, 2014 9:49 pm

Actually for a sustainable world that does not need resets they will have to increase world size. New players will always need room, resources can be sustained...
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Re: Keeping you Posted, #0

Postby overtyped » Wed Oct 08, 2014 9:50 pm

Lunarius_Haberdash wrote:
painhertz wrote: I think it being expanded by how many ever SG's kind of ruined it, too much land and not enough players.


Dear God no... I've been disappointed by the size of the world since World 3 when we had a 9x9, and I thought even THAT was too small. Some of us want to take our communities to the far end of the world, away from raiders, politics, and in-fighting. Truly intrepid bandits still found us, but mostly we had peace. This was particularly fun because the center of the map ended up being where the powerhouses congregated, and travelling there for trade could be a perilous venture.

But they always tended to have the best stuff, so travel we did.


I want a huge, expansive world where you can travel through miles of wilderness, and eventually stumble onto some remote hermitage or mostly unknown village of quiet frontiersman.

I want teleportation removed so distances on the map MEAN something, and travelling to trade with your neighbor is something to plan for. I want to see people stick close to home to build their communities, with traders being the intrepid adventurers who cross the bandit ridden middle-lands to move goods and resources to those who have them, to those who want them.

Bring us a huge expansive world we can each carve our own chunk out of... Don't shove us into a box where we HAVE to play by the rule of kill or be killed. (But nor make there be a way for it to be completely avoided). Exploration and discovery is my favorite part of this game, and with a tiny map... Well... There's nowhere to explore and every damned square inch is occupied. It's crowded here.. Even now.


I would not mind a larger map, but removing teleportation would be a bad idea, like a salem of a bad idea.
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Re: Keeping you Posted, #0

Postby loftar » Wed Oct 08, 2014 9:53 pm

Lunarius_Haberdash wrote:Bring us a huge expansive world we can each carve our own chunk out of...

There's a large part of me that has long wanted and still wants to just invoke the mapgen automatically when someone approaches the edge, so that the world is literally indefinitely large bar only the time needed for the mapgen to run.

However, I also see the point that an enormous world makes for an empty world, but can be boring, at least in an MMO. I'm not entirely sure where the balance lies. I think there's a case to be made for having a very large world, but one which isn't so trivial to penetrate as the current mechanics and map of Haven imply (I don't really like how one can basically just put a click-repeater on the mouse and walk almost forever, barring only rivers, which are a small impediment still). I have also considered something like having a very large map, with a few different, rather small, areas for wilderness spawns, separated from each other.

overtyped wrote:I would not mind a larger map, but removing teleportation would be a bad idea, like a salem of a bad idea.

I don't think we plan on actually removing teleporting, but it will have to be limited from what is currently in Haven. Crossroads are (mostly) retarded. Distance should matter.
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Re: Keeping you Posted, #0

Postby LadyV » Wed Oct 08, 2014 9:56 pm

loftar wrote:
I have also considered something like having a very large map, with a few different, rather small, areas for wilderness spawns, separated from each other.




I like that idea Loftar.
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Re: Keeping you Posted, #0

Postby Potjeh » Wed Oct 08, 2014 9:59 pm

I think the idea of darkness in Salem was nice, but it was never developed properly.
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Re: Keeping you Posted, #0

Postby overtyped » Wed Oct 08, 2014 10:01 pm

loftar wrote:I don't think we plan on actually removing teleporting, but it will have to be limited from what is currently in Haven. Crossroads are (mostly) retarded.

I have mixed feelings about crossroads. I wouldn't mind seeing what life would be like without it in hafen, but the drop all inventory to teleport home mechanic like in salem was not so great, because it just limits the range of how far you can forage.
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, #0

Postby GrapefruitV » Wed Oct 08, 2014 10:01 pm

Have you thought about trading already? Will there be something kind-of-salem-ish or does it stay completely up to forums as it is now?
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Re: Keeping you Posted, #0

Postby loftar » Wed Oct 08, 2014 10:06 pm

Potjeh wrote:I think the idea of darkness in Salem was nice, but it was never developed properly.

You could say the same thing of the civilization mechanic in Haven, which is pretty much the same thing. It was actually developed in Salem. ;)

Let's hope we might be able to develop it further.

overtyped wrote:but the drop all inventory to teleport home mechanic like in salem was not so great, because it just limits the range of how far you can forage.

I'm really split over this. On the one hand, I don't really like how one can just mindlessly walk in one direction and 'vacuum the map" and just teleport back*. On the other hand, Salem has shown that "the way back" isn't a very fun journey to undertake. As it stands right now, we'll probably keep teleport-back-to-hearth as it is.

GrapefruitV wrote:Have you thought about trading already? Will there be something kind-of-salem-ish or does it stay completely up to forums as it is now?

I can't imagine other than that it will stay as it is.

* Arguably, this is related to the penetrability of the map mentioned above
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