Game Development: Summer Mound

Announcements about major changes in Haven & Hearth.

Re: Game Development: Summer Mound

Postby pawnchito » Mon Nov 14, 2022 4:24 am

porque no los dos? Add more shit to winter yes. Keep this mechanic for stuff though because kilns in the snow melting it? thats badass.

Seems like the goal is to keep farming rolling through out the year, maybe include bee skeps in the bubble generation and that way it isnt farming with extra steps. just farming all the time if thats what ya want.
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Re: Game Development: Summer Mound

Postby Tammer » Mon Nov 14, 2022 5:11 am

jordancoles wrote:One of the things winter had going for it was that you got a break from the crops and could focus on other things you don't normally do, like mining, building up road networks, doing credos, etc..

If you want to make winter more appealing you could continue adding winter curios like the snowflakes, or add rare unique animal spawns like a giant white bear or boar to keep things interesting (white bear cloak with 25%~ better base stats than a normal bear cloak would be cool, as an example)

+1
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Re: Game Development: Summer Mound

Postby jock » Mon Nov 14, 2022 5:22 am

jordancoles wrote:The mounds are cheap and cover a lot of area, which is nice, but as others have said this basically just negates the affects of winter and keeps you locked into the farming chore only with additional steps

One of the things winter had going for it was that you got a break from the crops and could focus on other things you don't normally do, like mining, building up road networks, doing credos, etc..

If you want to make winter more appealing you could continue adding winter curios like the snowflakes, or add rare unique animal spawns like a giant white bear or boar to keep things interesting (white bear cloak with 25%~ better base stats than a normal bear cloak would be cool, as an example)



This is the direction winter SHOULD be going.

Just so everyone knows, WInter is now the MOST productive month for gaining feed for animals as they eat less so you'll be able to produce more feed comparatively :D
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Re: Game Development: Summer Mound

Postby ctopolon4 » Mon Nov 14, 2022 5:35 am

hunting & questing update when?
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Re: Game Development: Summer Mound

Postby GamingRAM » Mon Nov 14, 2022 5:37 am

jordancoles wrote:The mounds are cheap and cover a lot of area, which is nice, but as others have said this basically just negates the affects of winter and keeps you locked into the farming chore only with additional steps

One of the things winter had going for it was that you got a break from the crops and could focus on other things you don't normally do, like mining, building up road networks, doing credos, etc..

If you want to make winter more appealing you could continue adding winter curios like the snowflakes, or add rare unique animal spawns like a giant white bear or boar to keep things interesting (white bear cloak with 25%~ better base stats than a normal bear cloak would be cool, as an example)


+1

If they want to get really lazy, they could even limit Mammoths to Winter only.

Farming isn't very fun, it's more of an obligation. While other industries are held back or slowed down by the Q of other things needed to advance them (Clay and Water needed for Leather Making, Tree Growing, cooking, and Mine Pyres for mining), normal farming doesn't have anything like this. Winter could be an opportunity to catch up on seed Q without a need for continuing the stupid process of grow, grow, grow. Let us raid the nests of squirrels and other hibernating animals of seeds, seeds that can scale with global Q.

The grind sucks.
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Re: Game Development: Summer Mound

Postby Slowwalker » Mon Nov 14, 2022 6:53 am

jorb wrote:
  • Would consider pushing the functionality to several other types of objects, e.g. houses.


Homes need a fireplace. It is made of bricks, but only one is possible in the house (like millstones in a mill), when building a chimney appears above the house. Such a fireplace does not have slots for frying anything, but it holds a lot of fuel (for 2-3 RL days). When lit, the house radiates an aura of warmth.
After all, it's very nice to sit in a rocking chair by the fireplace when it's raining or snowing outside.
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Re: Game Development: Summer Mound

Postby Slaveboy29 » Mon Nov 14, 2022 7:53 am

The ability to continue farming during winter is nice but it kinda defeats the purpose of the season, especially for people who see it as a break from farming for a while.
Perhaps freezing plant Q growth for the duration of winter would be a good middle ground? People would still be able do things, there'd be no Q grind incentive forcing people to continue microing their plants every day, and winter will keep some of its identity in regards to farming.
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Re: Game Development: Summer Mound

Postby noindyfikator » Mon Nov 14, 2022 8:29 am

Adding more chores to the game, oh boy...

Once again.. u guys should first ask your community about new implementations - for feedback.
Recently your ideas waste a lot of development time which could be spend for better things
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Re: Game Development: Summer Mound

Postby noindyfikator » Mon Nov 14, 2022 8:49 am

Haven is known as the grindiest game ever. Everything there requires grind.
To stay competitive you have to play 24/7 during first 2 weeks, it's almost required to take one week off from your work to not be shit running around and away from everybody.

And yet, you add another grind mechanic so people can grind crops ql during winter.

I don't think you guys have any plan for further development of the game
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Re: Game Development: Summer Mound

Postby SlicingTheMoon » Mon Nov 14, 2022 12:16 pm

Not a big fan of cancelling winter by choice, better to add more things that is only found during winter.
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