ideas section:
-feature making game easier for big factions only: big factions say yes, hermits reluctant
-feature making game easier for everyon: everyone say its not bad and could be reconsidered
-feature making survival game more survival based not a sandbox exploit abuse: NO, ANYTHING BUT THAT *spits saliva* Why, dis game hard enuf, no pls no gib more ez ways out.
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: tools wear
this is not a fucking survival game omg it has survival aspects but in the "about" page they just say it's a MMORPG sandbox, jesus christ stop trying to implement anti-fun tedious shit mechanics, go to sleep dude
Jalpha wrote:I believe in my interpretation of things.
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loskierek
- Posts: 691
- Joined: Mon May 23, 2011 2:22 pm
Re: tools wear
About Haven & Hearth
Haven & Hearth is a MMORPG (Massive Multiplayer Online Roleplaying Game) set in a fictional world loosely inspired by Slavic and Germanic myth and legend. The game sets itself apart from other games in the genre in its aim to provide players with an interactive, affectable and mutable game world, which can be permanently and fundamentally changed and affected through actions undertaken by the players. Our fundamental goal with Haven & Hearth is to create a game in which player choices have permanent and/or lasting effects and, thus, providing said players with a meaningful and fun gaming experience.
Players start the game surrounded by a vast and somewhat unforgiving wilderness, with only the most basic tools of survival at their disposal. The use of fire is a thematic focal point of the game's mythos, and an early and important task will be the simple lighting of one. As the first hearth fires disperse the darkness of the surrounding wilderness, more pressing questions will present themselves to the players: Who are they? Where are they? And, most importantly, where are they going? From this point on, players will have to blaze trails of their own into the unknown, the wilderness and the future, and explore and affect the world of Haven & Hearth using only their own best judgment and a chipped stone axe. Trust us, the stone axe is the shit.
As players progress, they will be able to acquire new skills and abilities, allowing them to perform a variety of tasks—such as the claiming of land, the construction of buildings and the cultivation of crops—each step forward making the basic task of survival somewhat easier. Having progressed far enough, players will, in time, be able to organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires.
sounds survivalish, but hey to each his own
Haven & Hearth is a MMORPG (Massive Multiplayer Online Roleplaying Game) set in a fictional world loosely inspired by Slavic and Germanic myth and legend. The game sets itself apart from other games in the genre in its aim to provide players with an interactive, affectable and mutable game world, which can be permanently and fundamentally changed and affected through actions undertaken by the players. Our fundamental goal with Haven & Hearth is to create a game in which player choices have permanent and/or lasting effects and, thus, providing said players with a meaningful and fun gaming experience.
Players start the game surrounded by a vast and somewhat unforgiving wilderness, with only the most basic tools of survival at their disposal. The use of fire is a thematic focal point of the game's mythos, and an early and important task will be the simple lighting of one. As the first hearth fires disperse the darkness of the surrounding wilderness, more pressing questions will present themselves to the players: Who are they? Where are they? And, most importantly, where are they going? From this point on, players will have to blaze trails of their own into the unknown, the wilderness and the future, and explore and affect the world of Haven & Hearth using only their own best judgment and a chipped stone axe. Trust us, the stone axe is the shit.
As players progress, they will be able to acquire new skills and abilities, allowing them to perform a variety of tasks—such as the claiming of land, the construction of buildings and the cultivation of crops—each step forward making the basic task of survival somewhat easier. Having progressed far enough, players will, in time, be able to organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires.
sounds survivalish, but hey to each his own
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: tools wear
Pointless as You can travel this world with only 10Q stone axe or like everyone else, develop a better tool overtime, which replaces old one, so it is completely pointless, unless You wanna screw over noobs that will luckily get better stuff for few moments.
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Ysh
- Posts: 5953
- Joined: Sun Jan 31, 2010 4:43 am
- Location: Chatting some friends on forum
Re: tools wear
https://en.wikipedia.org/wiki/Ship_of_TheseusGranger wrote:This is my great-great-grandfathers axe. Yes, it needed a new handles over the the years, and also a new blade at times.
But it was my great-great-grandfathers axe and now it's mine - and it cuts better than any other axe because I know it and it knows me.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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beardhat
- Posts: 163
- Joined: Sat Jan 24, 2015 9:50 pm
Re: tools wear
First make it so we can repair armor, then i'll be more welcoming of a tool wear system.
Replacing tools minecraft style is dumb
Replacing tools minecraft style is dumb
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sMartins
- Posts: 3440
- Joined: Wed Nov 11, 2015 10:21 pm
- Location: Italy
Re: tools wear
mmm..enlightment maybe they may have a very random/low chance to lose quality like decay works...it can never happen for a long time or after 1 tree 
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: tools wear
My point is: a tool that you're used to could provide a bonus (as you're used to that specific item) instead of the current where every axe (of the same quality) is identical. Combine this with wear and the ability to repair stuff and players will be interested in maintaining and upgrading their stuff, as this could give better results than simply making/buying a new/better one.Ysh wrote:https://en.wikipedia.org/wiki/Ship_of_TheseusGranger wrote:This is my great-great-grandfathers axe. Yes, it needed a new handles over the the years, and also a new blade at times.
But it was my great-great-grandfathers axe and now it's mine - and it cuts better than any other axe because I know it and it knows me.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loskierek
- Posts: 691
- Joined: Mon May 23, 2011 2:22 pm
Re: tools wear
and would make people think which tool should they use now "i am building a simple house, i will use my old bone saw first not that awesome 150q one from a mammoth bone!"
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Kirche
- Posts: 434
- Joined: Sat Nov 21, 2009 10:43 pm
Re: tools wear
there is definitely an argument to be made for the purposes of trade, but it really doesn't do anything to add to the survival aspect, in games with similar mechanics, tool durability just leads to spamming tools because usually the material for said tools is abundant, at which point it really just becomes unnecessary tedium for the sake of realism.
