World Expansion

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

Re: World Expansion

Postby Robben_DuMarsch » Fri Oct 13, 2017 4:05 am

ElGato wrote:
Robben_DuMarsch wrote:I'd love to see more distinct biomes with real resource limitations to those specific biomes, to vastly increase reliance on other players for production of goods or sourcing raw materials, at least for non-primitive goods.
Naturally, fast travel would need to be limited to some extent to make this more meaningful.

More biome specific resources in general would be good. Fast travel is already limited though; haven't you ever used a road and it was blocked?


It's been a while since I played.
Last I played, for developed factions, they could generally freely teleport between their separate village claims by using charter stones, which largely usurped roads for teleportation.
Further, roads that were "blocked" allowed you to clear the blockage and continue on via the waylay buff.

Have these mechanics since changed?
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Re: World Expansion

Postby ElGato » Fri Oct 13, 2017 4:06 am

Robben_DuMarsch wrote:
ElGato wrote:
Robben_DuMarsch wrote:I'd love to see more distinct biomes with real resource limitations to those specific biomes, to vastly increase reliance on other players for production of goods or sourcing raw materials, at least for non-primitive goods.
Naturally, fast travel would need to be limited to some extent to make this more meaningful.

More biome specific resources in general would be good. Fast travel is already limited though; haven't you ever used a road and it was blocked?


It's been a while since I played.
Last I played, for developed factions, they could generally freely teleport between their separate village claims by using charter stones, which largely usurped roads for teleportation.
Further, roads that were "blocked" allowed you to clear the blockage and continue on via the waylay buff.

Have these mechanics since changed?

Nope, that about covers it. :)
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Re: World Expansion

Postby Robben_DuMarsch » Fri Oct 13, 2017 4:15 am

ElGato wrote:Nope, that about covers it. :)


Some of the most fun gameplay I've had in Haven involved trading a thriving industrial operation for quality metal merchandise to fuel a war effort, which had to be transported long distance because no existing road had been constructed between the two cities. ;)

Back then, connecting two cities that were remote had real diplomatic (and warfare related) consequence. Further, because the game was new, there wasn't as much bot made production and different villages had different *unfulfilled needs* which created imbalances in demand and availability from settlement to settlement that drove trade. Those imbalances existed because knowledge of the game was limited, and everyone had to explore different modes of production, which they did at different paces down different "paths." Now, we know virtually all the optimal production techniques and gameplay practices, so there's very little another village could offer you couldn't reproduce yourself, and if another village is advanced enough that they offer considerably better goods, your goods are very likely to have little to value to them.

It's not impossible to imagine additional development creating "trade-friendly" conditions permanently: Introducing a large number of new regional resources, and modifying existing recipes to require these resources and intermediate crafted goods produced from several of these resources, would create an abundance of supply in one area, and a demand in another area. That economic change, in conjunction with further rolling back teleportation to roads only, and considerably limiting the instant teleportation component of roads (perhaps you can only do it with an empty inventory, with an inventory you'd simply move at a high pace down the road?), may produce the conditions necessary to drive the same city->city interaction, and further provide incentive for conflict by allowing third parties to interfere and attempt to forcefully take goods or render it more difficult for the towns to trade by acting as a privateer on the roadways.

We could also have road fights again.
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Re: World Expansion

Postby Onep » Wed Jan 31, 2018 1:37 am

Bumperino.

I think it'd be cool to have a new region where the enemies are more fierce and aggressive, possibly with buffed qualities to compensate.

I'm not advocating for a huge expansion, I think a moderate to small increase would be nice. A new mountain region would be nice, this world seemed a bit low on the mountains.
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Re: World Expansion

Postby jorb » Thu Feb 01, 2018 1:23 pm

Low on mountains? I see mountains everywhere.

Will expand the map at some point, yes.
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