Please calm down with the needless wounds

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

Re: Please calm down with the needless wounds

Postby Apocoreo » Sun May 09, 2021 4:40 pm

New wound: Aging. Your character slowly takes damage and dies after a month.

Remove obnoxious wounds because they are obnoxious. I'd rather get a deep cut than a midge bite, beesting, or bird lung and that's retarded. Either that or waybroad is OP lol.
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Re: Please calm down with the needless wounds

Postby TheTylerLee » Sun May 09, 2021 5:21 pm

I have to say, as a returning player, all the different types of wounds are the biggest turnoff , seems everything that's fun results in wounds that require me to either hunt down ingredients for hours , or logout and try again tomorrow or both.

Specifically the wounds that only have 1 cure and do not heal on their own.

I'm also being fed by a big village, so I have access to things hermits do not, and it's still a hassle preventing me from enjoying the game....
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Re: Please calm down with the needless wounds

Postby Ignurof » Sun May 09, 2021 5:32 pm

I like the wound system, it really goes hand in hand with the fact that this is supposed to be a brutal survival game.
One big issue I have with it though, is how long some things take to be treated.
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Re: Please calm down with the needless wounds

Postby TheTylerLee » Sun May 09, 2021 5:41 pm

I do like the depth of the system, I do not like the punishment of the system.
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Re: Please calm down with the needless wounds

Postby VDZ » Sun May 09, 2021 7:39 pm

Ignurof wrote:I like the wound system, it really goes hand in hand with the fact that this is supposed to be a brutal survival game.


But Haven isn't a brutal survival game. If you just want to survive, build a palisade and then never do anything ever other than studying a curio every now and then to maintain your claim. Guaranteed survival until the end of the world. Contrast an actual survival game like UnReal World, where twiddling your thumbs gets you killed hard, and you are constantly struggling to not die.

The challenge in URW is survival. In H&H, non-survival is the exception, and the challenge lies in progression, going from a naked freshspawn with nothing that can't swim five tiles without drowning and can barely scratch a boulder, to a prosperous badass who punches bears in the face for the hell of it and tears through rock underground as if it were butter. Non-combat wounds never truly threaten your survival (except for those cases where the devs screw up and accidentally introduce a wound that (nearly) kills everyone without them being able to do anything against it), all they do is negate the progression players make. You jump through various hoops to get a +3 bonus on your equipment, then you open a birdhouse once and bam, instant -5 completely negating your new gilding plus earlier progress you made. Acceptable as a punishment (again, concussion is fine - it's a heavy penalty but you deserve it for screwing up) but not as a 'cost of doing business' (i.e. penalty for not using an alt for the task).
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Re: Please calm down with the needless wounds

Postby overtyped » Sun May 09, 2021 8:01 pm

+1 to cancer. Bob Dole thinks people should randomly contract cancer for harvesting wheat, that goes to -1000 over time, and never goes away, that way only people with 1001 hp get to live. This needs to be in the game.
The wound should be called "You shoulda made a wheat alt to avoid this unavoidable debuff, lol just the cost of doing business"

Jorb, a wound with the only outplay being "Make an alt" and no way to avoid it otherwise just defeats the purpose of wounds. Jordancoles may be a bug raider and a gang banger, but he is right about this.

It's fine to keep unavoidable wounds, but at the very least add outplay. Beesuits to avoid beestings, dove incense to stop the vengeful dove ghosts, etc. The players don't see it the way you do, the only thing Bob Dole see's when he gets a beesting is, "Oh yeah, this is why I have a bee alt."
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Please calm down with the needless wounds

Postby Oddity » Sun May 09, 2021 10:15 pm

jordancoles wrote:There are certain things in this game now that make me absolutely irritable and it is mostly because I've been here for so long and have seen them consistently stomp on their own creation through convolution and tedium.

I don't think they care if anyone plays their game anymore :lol:
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Re: Please calm down with the needless wounds

Postby springyb » Sun May 09, 2021 11:40 pm

jorb wrote:Various actions have costs associated with them, and wounds are one such possible cost. Not sure I think that's a big deal. I like the system, and enjoy getting the little scout badges, much like I enjoy experiences or getting skills.

Most of them are of little consequence. Oh noes, I got stung by a bee, it heals of itself in a day or two. Who cares? Granted, I don't maintain 20 skeps or w/e.

I also don't think they are completely random or arbitrary. Most of them have at least some basis in reality. I think getting stung by a bee should be a risk when doing apiary stuff. Do you have a better suggestion for how that could work?

Crabs are perhaps a bit much.


I like wound management. I like that it takes a bit of effort into healing a character. It's satisfying to see wounds drop after spending the time to properly treat them because it rewards your time spent by lessening the consequences of your mistake. If you have untreatable or unavoidable wounds from things a level 1 naked alt can do instead, what is the point of the wound? That entire system design of actively managing your wounds is not applicable and there's no interactive gameplay. Bird sickness, crab clamps, and quicksilver poisoning don't serve a purpose other than to debilitate a character and are not fun. They need ways to be dealt with.

I also think people over exaggerate how bad wounds are. Allergic reactions are non existent if you are properly using the resources available in game, or just use common sense to not pick nettles barehanded while you have beestings and flea bites. You guys would have more success if you told Jorb why the treatments and preventative measures that have been put in game currently don't work rather than just spam QQ posts.
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Re: Please calm down with the needless wounds

Postby VDZ » Sun May 09, 2021 11:46 pm

springyb wrote:or just use common sense to not pick nettles barehanded while you have beestings and flea bites.

Or use 'common sense' to not take wax and honey from your bee skeps or fight ants after getting ambushed by midges. Or better yet, use 'common sense' to have an alt do those things instead.

Neither should be 'common sense'. Why must I refrain from routine activities because the game decided to punish me out of nowhere?
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Re: Please calm down with the needless wounds

Postby springyb » Sun May 09, 2021 11:49 pm

VDZ wrote:
springyb wrote:or just use common sense to not pick nettles barehanded while you have beestings and flea bites.

Or use 'common sense' to not take wax and honey from your bee skeps or fight ants after getting ambushed by midges. Or better yet, use 'common sense' to have an alt do those things instead.

Neither should be 'common sense'. Why must I refrain from routine activities because the game decided to punish me out of nowhere?


Or right click yarrow on those wounds before hand wah so punishing
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