Suggestions for Hafen (Haven and Hearth 2)

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Krusac
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Krusac »

Sorry for posting so frequently, but ideas are just sprouting this way - adding some kind of wagons we can live and sleep in would be nice as well, also mobile tents, which we can pack up and put into our inventory, like yurts. How about tamable foxes which we can use as hunting hounds to help us with getting food?
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loftar
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by loftar »

The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.
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Fostik
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Fostik »

loftar wrote:The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.
Why just dont save metal type as one of parameters for this item?
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epicless
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by epicless »

loftar wrote:The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.
Alternatively, why not recycle metal items and objects into "scrap metal" instead? A simple item that can substitute for metal nuggets, but only for specific basic items.
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simimi
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by simimi »

The screen were you chose your skills could be a skil tree instead of a list to show what you could unlock.
Altich
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Altich »

I was reading this viewtopic.php?f=5&t=38273 thread and, although I don't agree with it, it gave me an idea:

Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.

The most important benefits in my opinion are:
-Reducing (a bit) the ability to maintain an army of alts. But mainly:
-Titans will eventually reach a point where it will be hard to increase their stats much more. That makes them not entirely unreachable by new players or players that lost their main character.
mvgulik
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by mvgulik »

Altich wrote:Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
Downside: Its a (strong) automation incentive.
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by Altich »

mvgulik wrote:
Altich wrote:Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
Downside: Its a (strong) automation incentive.
Can you explain what you mean?
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loftar
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by loftar »

simimi wrote:The screen were you chose your skills could be a skil tree instead of a list to show what you could unlock.
We've wanted to several times, but we can't really find a reasonable way to lay it out graphically. It is, by the way, not a tree but more generally a non-cyclical graph.
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mvgulik
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Re: Suggestions for Hafen (Haven and Hearth 2)

Post by mvgulik »

Altich wrote:Can you explain what you mean?
A daily decay on character attributes and skills guarantees that those that have a efficient LP generation system will be able to always maintain better hearthlings than those that don't.

Or, from a different perspective, it penalizes not being online, to feed your hearthling the needed Curios & LP's, to keep them leveled up. And that probably also lowers the incentive for general casual players to stick around.

Why did you pick 1% ? .. Instead of, for example, 5% or 0.5%.

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