Teleport, world changes and fixes.

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

Teleport, world changes and fixes.

Postby jock » Sat Apr 12, 2025 3:26 pm

Changes are simple and to improve the game for the AVERAGE player.


teleport

- Remove teleporting across the deep ocean = Bring back local continent markets, enable more places to live away from the toxic players aiming to kill the game.

- Allow only realm holders or those sworn to realm to thingwall jump = removes lots of griefing at the cost of needing to build a few roads for local communities.

additional fix

- ADD realm swap/oath cooldown of 30 RL days = should reduce the realm hopping and mass realm creation for war declaring somewhat. ensures oath is actually meaningfully.



World changes

- Increase the world size to enable more continents and places to play = gives more hermits and hermit groups the feeling of solo or relaxed play without the removal of PVP.

- bring back quality on questing make it global and to everything = give world progression a thing and improves longevity/overall experience over time and is a nice catch up and means over time bad nodes become good. This includes rock types, trees, foragables, animals, water, clay EVERYTHING


Gold/silver

- Remove nugget chance from gold ore = Gold needs a nerf to increase its value till you give it more uses.
- add pebel chance to silver = Silver needs a nerf to increase it's value till you give it more uses.


Dungeons

- Increase rewards = the number of needles given in dungeons, more rewards to keep them engaging and reasonable to farm.

- every 3-4 months should be a decent patch containing 1 new dungeon going beyond bat and before ant = Dungeons are one of the few good reasons to not bot everything. they are fun till you've done your 100th beaver dungeon. More variety is good and solves economic week areas
- Crab dungeon = crab meat, shell fun and nice
- Clay Slime dungeon = high ql clay from their corpses e.g. high ql grey clay = more options
- Bug dungeons = Spiders, dragon flies, lady bug. = good source of bugs low level


Wells

give digging wells a catch up with NO double cost up to best well.


dig deeper

should be usable on ALL strategic resources
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Re: Teleport, world changes and fixes.

Postby DonVelD » Sat Apr 12, 2025 5:10 pm

your teleport & world changes suggestions suck as tying stuff to realms makes it available only to the pvpers that you hate so much
suggesting a bigger world size in a social game that folks trade in is retarded, and i also lol'd at local markets, okay potjeh, surely that will be a thing that wont suck balls

give a hermit a gunshot wound and he will suffer for a day, but give a hermit a gun and he will shoot himself in the foot on a daily basis
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Re: Teleport, world changes and fixes.

Postby jock » Sat Apr 12, 2025 5:51 pm

DonVelD wrote:your teleport & world changes suggestions suck as tying stuff to realms makes it available only to the pvpers that you hate so much
suggesting a bigger world size in a social game that folks trade in is retarded, and i also lol'd at local markets, okay potjeh, surely that will be a thing that wont suck balls

give a hermit a gunshot wound and he will suffer for a day, but give a hermit a gun and he will shoot himself in the foot on a daily basis



First pvper response is... bigger world sucks. cause i need to find people to murder. teleport being taken away from me is bad. Shock. No further conversation required, INPUT invalid.
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Re: Teleport, world changes and fixes.

Postby DonVelD » Sat Apr 12, 2025 6:06 pm

yeah i said that, those are my exact words, surely. but if you one day choose to not be ignorant then re-read my post, shitass

i was a hermit for a few years and lemme tell you me being a pvper or not wouldnt change anything cause your suggestions are the opposite of fun

your ideas suck
your posts suck
you suck as a whole person
your essence and soul sucks
you will suck in afterlife

fuck you and your ideas
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Re: Teleport, world changes and fixes.

Postby jock » Sat Apr 12, 2025 6:19 pm

DonVelD wrote:yeah i said that, those are my exact words, surely. but if you one day choose to not be ignorant then re-read my post, shitass

i was a hermit for a few years and lemme tell you me being a pvper or not wouldnt change anything cause your suggestions are the opposite of fun

your ideas suck
your posts suck
you suck as a whole person
your essence and soul sucks
you will suck in afterlife

fuck you and your ideas


Do you need a snack? You seem hangry.
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Re: Teleport, world changes and fixes.

Postby jock » Sat Apr 12, 2025 6:20 pm

ask snail if he will share his crayons with you.
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Re: Teleport, world changes and fixes.

Postby DonVelD » Sat Apr 12, 2025 6:22 pm

theres no anger involved, just fun tbh - i immediately went back to catposting on haven discord

but still i know a retarded idea when i see one
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Re: Teleport, world changes and fixes.

Postby jock » Sat Apr 12, 2025 6:31 pm

DonVelD wrote:theres no anger involved, just fun tbh - i immediately went back to catposting on haven discord

but still i know a retarded idea when i see one



Look in the mirror often, do you?
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Re: Teleport, world changes and fixes.

Postby DonVelD » Sat Apr 12, 2025 6:39 pm

instead of coming up with a lame ass jab you should spend that time on good ideas, actually
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Re: Teleport, world changes and fixes.

Postby Detharon » Sun Apr 13, 2025 7:05 am

Average player isn't a kingdom member, so I don't see a reason to limit the TW travel to them. This cripples non-kingdom villages considerably, both in access to resources and in PVP.

Scenario 1: Imagine living in a hostile kingdom. It's not very uncommon to happen when you're an underdog. Now, your enemies can teleport to your base anyone to bash your roads and keep you locked. You're basically stuck and need to spend lots of time to travel anywhere. Good luck doing nomad credo, hehe.

Scenario 2: You're ganked by the big bad alliance that controls half of the world on one of their provinces. Even if you have someone to call, they can't come to help you. Your enemies, however, can bring more people to chase you in a matter of minutes. They can teleport to a TW in front of you, to take your speedbuffs or cut your escape route with a boat. Good luck escaping that when you're on your own.

TW travel is too cheap though, I second that. It simply benefits big groups with capable fighters who can just pop up anywhere in the world in a matter of minutes. It makes roaming remote areas completely risk-free. There's no point in ganking someone if you know that their friends are always close.
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