Miscellaneous Ideas

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Miscellaneous Ideas

Postby Fierce_Deity » Thu Feb 25, 2016 9:34 am

Sand Piles: Implement a form of sand storage, sand piles. Acts as a stockpile, except its not called a stockpile. To collect sand from it you must select dig on it. Maybe make us actually build a "sand box" to fill, that would be neat.

Animal Destruction: Allow fleeing animals such as bears, boars, moose, and deer to break boats, rip apart dead bodies(destroy them), break stockpiles, construction signs, and roundpole fences.
-I feel that while its nice to be able to kill all of these animals early on with our wonderful abusive tactics, I would like to see them not be readily available early game until you are able to melee them or at least tank them while an archer shoots them. This would be a good step in that direction. This downside to this is that people might use animals to destroy others things more frequently. Only way to avoid this is to make sure animals path to a clear opening before destroying something while fleeing, or prevent them from destroying some claimed objects.

Remove Coal Abuse: Coals currently used to cook things to the highest percentage possible with bad fuel, and then finished with higher quality fuel, and its treated as if it was cooked only with the best coal. To fix this, make the percentage of something reset if allowed to burn out. People will bitch about this. I say, put the right amount of fuel in.

Nerf the Mirk: Mirkwoods outclass every other curio in the game and it feels a little ridiculous. Maybe half their experience cost and base LP. Still extremely efficient in terms of lp/hour, and it keeps the same rate of lp/experience.

Somethings Fishy: Animal crossing style shadows can be seen in rivers and lakes. If fished some sort of large fish may be caught. Another idea I had for this was that you could possibly dredge up a fish you must fight or an alligator? But gators would be better left for swamps so i'll leave this to others to discuss.

Polluted Seas: Add different types of hooks that reduce the chance for catching rubbish, or just make things that are dropped in water less likely to be caught.

I know these threads with multiple ideas don't usually do so well, but I didn't want to make a lot of different threads.
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Re: Miscellaneous Ideas

Postby Arcanist » Thu Feb 25, 2016 9:36 am

posting in hel
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Re: Miscellaneous Ideas

Postby CloudJhi » Thu Feb 25, 2016 10:31 am

No, no, no, no, yes, yes.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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Re: Miscellaneous Ideas

Postby xTrainx » Thu Feb 25, 2016 1:41 pm

you only get rubbish when you wouldn´t have caught anything else, tho
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Re: Miscellaneous Ideas

Postby Tamalak » Thu Feb 25, 2016 2:11 pm

Yes to nerf the mirk. Its relevance fades a bit later because of the exp costs but for the early game it is the only curio that matters full stop.

I always hate it when a game has lavish amounts of content but there is a "one thing" that the "pros" spam because it is crazy op.

I want cone cows, dandelions, ladybugs to have their day in the sun and right now they are flat out irrelevant at all stages. Sure I USE them but if I used nothing but mirk my LP gain would only go down by like 10%.

IMO, double the mirk's XP cost. If you want a "dark, costly' curio that is very powerful, well make it very costly.
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Re: Miscellaneous Ideas

Postby Kalacia » Thu Feb 25, 2016 2:46 pm

Tamalak wrote:Yes to nerf the mirk. Its relevance fades a bit later because of the exp costs but for the early game it is the only curio that matters full stop.

I always hate it when a game has lavish amounts of content but there is a "one thing" that the "pros" spam because it is crazy op.

I want cone cows, dandelions, ladybugs to have their day in the sun and right now they are flat out irrelevant at all stages. Sure I USE them but if I used nothing but mirk my LP gain would only go down by like 10%.

IMO, double the mirk's XP cost. If you want a "dark, costly' curio that is very powerful, well make it very costly.


it is costly, you can easily burn out your exp if you chain smoke them. They cant really be hammered on a partally used (non botted) alt. As you cant possibly play it enough to not bork your XP.

however, maybe the solution is to have some curios that give a bit more LP per hour over a longer period. It all comes down to the LP per hour ratio and how you can change your curio use. MW are short and powerfull, but they also allow you to shove a bunch in while you play, then a 8hr curio when you sleep... and another when you go to work. Should we nerf peoples ability to do maths and properly plan their LP gains? as thats what actual pros do... they do some maths, and they plan their stats.
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Re: Miscellaneous Ideas

Postby Glorthan » Thu Feb 25, 2016 4:41 pm

I'd just like more higher class curios - they don't even have to be as good as glimmer - that have less lp/hr than mirk but a longer time, and cost reasonable amounts of experience. As is, draining exp requires me to leave my character autostudying mirkwoods, a full study of anything else can't drain it.

Edit, RE OP:
Animal flee destruction: I guess. Only really affects bears, everything else is easy to abuse really fast even with destruction mechanics. I would prefer a more reliable way of hunting them was added that didn't rely on finishing them in one hit just before they would normally run.

Coal: reset is annoying, change it so that it remembers the average or something would be better.
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Re: Miscellaneous Ideas

Postby Kalacia » Thu Feb 25, 2016 4:58 pm

Glorthan wrote:I'd just like more higher class curios - they don't even have to be as good as glimmer - that have less lp/hr than mirk but a longer time, and cost reasonable amounts of experience. As is, draining exp requires me to leave my character autostudying mirkwoods, a full study of anything else can't drain it.


Maybe thats what we need to address, rarther than the balance of MW. Have more "long term" curios, that offer more LP per hour than MW. The issue again is. if say for example... you find a good curio, but you are full. the MW will be done in 30 mins, freeing up 6 (i think) int to do more with. 6 although some cost more, is enough to get some curios in... So its much more fluid while online when your cache of curios can change as you and your villagers go about duties. So just increasing the LP/hr of some of the other curios in line with MW would not work as such, maybe reduce time, but also reduce the LP/hr so it remains a good temptation.

We could also have curio combinations, so as long as say... itsys web and itsy spider are being studied together, they average out their study time and provide a small LP bonus for having things in the same "combo". The flipcould be said for other curios... so, say using a MW or a combo that is the "opposite" of another, it could increase the time of other curios being studied by, 10% or whatnot. This means curios could have innate abilities that affect the others you are studying.
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Re: Miscellaneous Ideas

Postby LoLa » Sun Feb 28, 2016 1:41 pm

Fierce_Deity wrote:Sand Piles: Implement a form of sand storage, sand piles. Acts as a stockpile, except its not called a stockpile. To collect sand from it you must select dig on it. Maybe make us actually build a "sand box" to fill, that would be neat.

Animal Destruction: Allow fleeing animals such as bears, boars, moose, and deer to break boats, rip apart dead bodies(destroy them), break stockpiles, construction signs, and roundpole fences.
-I feel that while its nice to be able to kill all of these animals early on with our wonderful abusive tactics, I would like to see them not be readily available early game until you are able to melee them or at least tank them while an archer shoots them. This would be a good step in that direction. This downside to this is that people might use animals to destroy others things more frequently. Only way to avoid this is to make sure animals path to a clear opening before destroying something while fleeing, or prevent them from destroying some claimed objects.

Remove Coal Abuse: Coals currently used to cook things to the highest percentage possible with bad fuel, and then finished with higher quality fuel, and its treated as if it was cooked only with the best coal. To fix this, make the percentage of something reset if allowed to burn out. People will bitch about this. I say, put the right amount of fuel in.

Nerf the Mirk: Mirkwoods outclass every other curio in the game and it feels a little ridiculous. Maybe half their experience cost and base LP. Still extremely efficient in terms of lp/hour, and it keeps the same rate of lp/experience.

Somethings Fishy: Animal crossing style shadows can be seen in rivers and lakes. If fished some sort of large fish may be caught. Another idea I had for this was that you could possibly dredge up a fish you must fight or an alligator? But gators would be better left for swamps so i'll leave this to others to discuss.

Polluted Seas: Add different types of hooks that reduce the chance for catching rubbish, or just make things that are dropped in water less likely to be caught.

I know these threads with multiple ideas don't usually do so well, but I didn't want to make a lot of different threads.



Sand piles would be great.
Mirkwoods don't need a nerf, it's actually all the other curios that need rebalancing to make actual sense.
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Re: Miscellaneous Ideas

Postby h3retostay » Mon Feb 29, 2016 8:46 pm

Don't suggest taking out bugs! People love to abuse their bugs! Sand piles would be awesome, animals should really destroy shit while fleeing like old haven as it is atm you can grab a bear kill on day 1.
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