more magiq and havoc. and gore.

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

more magiq and havoc. and gore.

Postby mipmiopin » Tue Sep 15, 2015 1:54 pm

a) funerals:
We all 've seen skeletons and even use the skulls as curios, why can't we make use of what's left any other way? cemeteries, coffins, thus curios, made of all that. Like, having some curio flowers spawned @ the cemeteries only.
Day ago i found a dead body. I can lift it, drag it anywhere, steal stuff and so on. Then i tried to put it in cart, but the game didn't let me. ( and why not? i'm not going to do STUFF :twisted: )

b)catastrophes: rains, wildfires (oh and vandalism - arson ) and stampedes.

c) shrooms: in old hnh we used to have a battle stimulator Boar Tusk Snuff, what about making some new types, based on shrooms?
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Re: more magiq and havoc. and gore.

Postby LadyV » Tue Sep 15, 2015 2:55 pm

a) I think we should be able to bury skeletons but that's it.

b) maybe if reasonable. Not catastrophes. More a repair and shore up situation.

c) Is it necessary?
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Re: more magiq and havoc. and gore.

Postby Sevenless » Tue Sep 15, 2015 4:33 pm

Haven's the first game I've personally played that isn't afraid to tackle the concept of illicit substances and their use. Despite being a complete teetotaler in all senses IRL, I like that.

And crafting based buffs are neat :)
Last edited by Sevenless on Wed Sep 16, 2015 2:46 am, edited 1 time in total.
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Re: more magiq and havoc. and gore.

Postby Sarlare » Tue Sep 15, 2015 6:19 pm

mipmiopin wrote:Then i tried to put it in cart, but the game didn't let me. ( and why not? i'm not going to do STUFF :twisted:


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Being able to bury skeletons or have coffins would be nice though. Perhaps some sort of option that allows for crypts in those dug-out mines that everyone will have late-game as well.
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Re: more magiq and havoc. and gore.

Postby user2015830 » Wed Sep 16, 2015 2:15 am

If you construct a large public graveyard, or shrine, we can bring back the numen system, pray to the dead and obtain some perks.
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Re: more magiq and havoc. and gore.

Postby TeckXKnight » Wed Sep 16, 2015 2:31 am

a) funerals

Anything involving player's bodies has to be carefully considered since it's super easy to farm alt bodies in order to game the system. I love the idea of cemeteries and honoring the dead but it can't just be an easy source of curios or buffs. If it was just a flavor thing it'd be strictly bad for villages though since you are dedicating land to it and defending that land that could otherwise be used for farming, crafting, or storage. Maybe they could generate authority or graves could have flowers applied to them to give minor buffs to things like charisma or psyche.

b)catastrophes

Another thing you have to be careful about. There's a delicate balance between cool factor and waking up without a home because some arbitrary in-game event occurred that destroyed your base and there was nothing you could do to prevent it. They are potentially fun large scale events to deal with but they can't just wipe out hearthlings. Debuffs/Buffs and different forageables/creatures could appear in different weather patterns perhaps. Ash clouds from distant volcanoes flooding the air and making it difficult to breath and regenerate stamina or a cyclone raining down fish and frogs everywhere.

c) shrooms

Yeah, sure.
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Re: more magiq and havoc. and gore.

Postby mipmiopin » Wed Sep 16, 2015 11:44 am

TeckXKnight wrote:
a) funerals

a cyclone raining down fish and frogs everywhere.

why the first thing i thought about was a whale and petunia...
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