This world's progression system is the best we had (so far)

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

This world's progression system is the best we had (so far)

Postby Nightdawg » Fri Sep 02, 2022 11:12 am

And there's lots of room to improve on it, but nevertheless, you're on the right track.

I love the fact that we're on week 3 already, and there's no quality 300 anvil yet.
I also like the fact that I can't get q300 mammoths during the second week, because of how the tools hardcap them.
Globally time-gated mine levels (that are no longer 7-day-time-gated after the first guy breaks into the next level) are the fucking best.
I love the fact that salt finally got nerfed into the ground. That's where it should be, and if you think otherwise, you probably have 10 mindless slaves that give it to you unquestionably. Instead of grinding stats, go grind some bitches irl.

I would like to also see some other similar things, like rolling stat caps and whatnot, but I'm not complaining.

I genuinely believe people will play this world for much longer. These changes allow those that have a job to have more fun. Sure, there's always that "rush to do everything and get the best quality stuff", but that rush seems to be more crippled by these changes, and you can play more casually without being 2000 stats behind.

You seem to be on the right track, devs, and I'm grateful.
User avatar
Nightdawg
 
Posts: 2164
Joined: Fri Feb 28, 2020 12:31 am

Re: This world's progression system is the best we had (so f

Postby jock2 » Fri Sep 02, 2022 12:25 pm

I agree, really lovely to see the stores being all relatively lower and attainable ql for most hermits alone for once and the gap between player ql's not being insane. I would go as far as to say the progression could be slowed further for lower levels(progressive lengthening of mine pyre time) and block the creation of steel through a new metal required to make a blast furnace (or something). Then buff some of the wrought stuff a little and we can see a bronze/iron age transition then a separate steel age.

Just my opinion ofc.
jock2
 
Posts: 60
Joined: Wed Apr 04, 2012 4:54 pm

Re: This world's progression system is the best we had (so f

Postby SnuggleSnail » Fri Sep 02, 2022 12:48 pm

Things are definitely a lot more fun in general, but I think there's some stuff that could be improved.

- Salt being dogshit makes eating food for energy really bad, and unironically discourages me from leaving my base / playing the game often (not having to collect salt is nice, though). Hunger should really just go up based on the quantity of stats you've gained, probably with separate bars for different stats. Having to think too much about what you eat is rly unfun for me... Or just bandaid it by having like 20 0 hunger 0 feps foods (tree fruits, butter porridge, honey gruel, butter porridge, roast hopper, boiled tubers, etc)

- Only heavy hearth/chalco being on the first iron layer is big gay, and kinda antithetical to the whole letting people be nearly equal thing. There's probably only one or two groups in the game autistic enough to be getting people full steels sets off of chalco.

- Not letting us know when knarrs happen is going to lead to a lot of frustration. The second whales are available sosig-era is over and all time spent on them is wasted. It's going to feel very bad to make a bunch the day before knarrs happen.

- I want earlier/easier banners, and I think everybody else does too

- The world is way too fucking big to be a guy with like 50 will and a normal speed snek. It unironically takes nearly 60 minutes to get to the nearest person who might want to fight us, and as a result our village has had like 1 proper fight all world. Even if everybody had enough weariness all the time, I doubt more than 2-3 people in my village would actually get thingwalls anyway.

- I say this fully knowing I could've made 100 silk belts by now if I wanted, but there should be an easy/very early method to not run out of water. Like buckets in inventories/belts, maybe.

- idk why towers are so expensive now. I don't care if people have towers on day 2 of the world, it's just quality of life not power?
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2975
Joined: Sat Oct 12, 2013 4:04 pm

Re: This world's progression system is the best we had (so f

Postby Mr_Bober » Fri Sep 02, 2022 1:08 pm

I agree, the changes to mining and tools are very good. I would also like to see similar changes to farming, like maybe seasonal crops or crop rotations?

SnuggleSnail wrote:Having to think too much about what you eat is rly unfun for me.

I somewhat agree with Snail when it comes to food. I'm sure we have very different experiences with it, since I'm not at his level of gameplay, but having to check every single piece of food for stats and energy ratio is pretty boring... Also I think drinks should play a much bigger role, and there should be more sophisticated dishes (made from other dishes).

SnuggleSnail wrote:Only heavy hearth/chalco being on the first iron layer is big gay, and kinda antithetical to the whole letting people be nearly equal thing. There's probably only one or two groups in the game autistic enough to be getting people full steels sets off of chalco.

I disagree with this though. I think is nice that steel is pushed further back, or that you have to work your ass off if you want to get it early.

What I do not like is that Credos don't seem to have caught up with the new mining system. Quarryman is asking for black ore and black coal, and miner is asking for iron ochre, black ore, gold and silver.
So either Credos should be harder to start (or time gated or something), or their quest need to take into consideration the new changes to mining. Because Quarryman especially is an early credo, and u can't get to the resources its asking because of the mine time gate.
I realise this is only a world-start issue, since it won't take 5 weeks to get to level 5 later on, but it's something I find very annoying.

SnuggleSnail wrote:- I want earlier/easier banners, and I think everybody else does too

Either this, or have the village claim be larger from the beginning.
I think banners cost should go up as you build more, starting from a much lower cost. Or maybe add a secondary banner thing, made with hides instead of cloth, which has a limited number of uses?
Having to put all your cloth in banners at the start is very boring.

SnuggleSnail wrote:- The world is way too fucking big to be a guy with like 50 will and a normal speed snek. It unironically takes nearly 60 minutes to get to the nearest person who might want to fight us, and as a result our village has had like 1 proper fight all world

NOPE. Totally disagree. If PvP factions want to fight more easily, they can build in the same area. Plenty of players want to be undisturbed, and even after just a few weeks the world already feels mostly settled. Not that many places are left without a village within a tile or two from it.

SnuggleSnail wrote:- I say this fully knowing I could've made 100 silk belts by now if I wanted, but there should be an easy/very early method to not run out of water. Like buckets in inventories, maybe.

There is, it's glass jugs. 2 of them take exactly the space of bucket (1x2 each), and hold the same (5l each).

SnuggleSnail wrote:- idk why towers are so expensive now. I don't care if people have towers on day 2 of the world, it's just quality of life not power?

What are they even made with? I don't think I have the recipe for it yet :lol:
Mr_Bober
 
Posts: 455
Joined: Thu Jan 31, 2019 8:51 pm

Re: This world's progression system is the best we had (so f

Postby SnuggleSnail » Fri Sep 02, 2022 1:12 pm

Mr_Bober wrote:
SnuggleSnail wrote:- The world is way too fucking big to be a guy with like 50 will and a normal speed snek. It unironically takes nearly 60 minutes to get to the nearest person who might want to fight us, and as a result our village has had like 1 proper fight all world


NOPE. Totally disagree. If PvP factions want to fight more easily, they can build in the same area.


Can you unironically give me a step by step guide on how to do this as if I'm a 5 year old, because uh, how the fuck would I do that
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2975
Joined: Sat Oct 12, 2013 4:04 pm

Re: This world's progression system is the best we had (so f

Postby DDDsDD999 » Fri Sep 02, 2022 1:17 pm

Yeah the systems way better, it's not just trying to speedrun through tech trees like you're playing civ. There's a lot of improvements to be made, but they've mostly been outlined already
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5670
Joined: Fri Jul 02, 2010 12:31 am

Re: This world's progression system is the best we had (so f

Postby iamahh » Fri Sep 02, 2022 1:20 pm

lead/tin early industry was nice, took me a while to adapt
iamahh
 
Posts: 1810
Joined: Sat Dec 12, 2015 8:23 pm

Re: This world's progression system is the best we had (so f

Postby TheServant » Fri Sep 02, 2022 1:22 pm

Nightdawg wrote:These changes allow those that have a job to have more fun.


I think we are playing a different game, still impossible to have decent progress without playing many daily hours
Image
User avatar
TheServant
 
Posts: 612
Joined: Wed Apr 09, 2014 1:07 am

Re: This world's progression system is the best we had (so f

Postby Halbertz » Fri Sep 02, 2022 1:26 pm

Mr_Bober wrote:NOPE. Totally disagree. If PvP factions want to fight more easily, they can build in the same area.

If community of hermits sees that as a solution, JnL should guide where to settle, you know. Off the top of my head: Central continent with permanent buff "Heart of the World" (or "Active battle zone" if people still won't get it). Buff should provide to everyone there something funny but not crazy, like "energy reduction on drinking -75%" or "forager credo effect 3".
User avatar
Halbertz
 
Posts: 428
Joined: Fri Aug 28, 2015 11:03 pm

Re: This world's progression system is the best we had (so f

Postby Nightdawg » Fri Sep 02, 2022 1:27 pm

TheServant wrote:
Nightdawg wrote:These changes allow those that have a job to have more fun.


I think we are playing a different game, still impossible to have decent progress without playing many daily hours


I mean, by no means is this game playable alone. You still need a village of like 10+ people, at least one designated miner that everyone helps with food and energy, a shared farmer/crafter alt, etc., to actually have fun.
But at least it's improving xD
User avatar
Nightdawg
 
Posts: 2164
Joined: Fri Feb 28, 2020 12:31 am

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Ahrefs [Bot], Claude [Bot], Flash69, Trendiction [Bot] and 10 guests