you should make realms tied to villages more

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you should make realms tied to villages more

Postby Archiplex » Fri Feb 13, 2026 12:39 am

see normally i would write out a 8 page long diagram of how i'd do it but heres a different minimalist way

basically realms look like they suck (t. has never run a realm) and the perk mechanics are weird, realms should be more of something of a culmination of several villages around them (in the same style a village claim is, essentially, a culmination of smaller claims)

so imho you should take some of the mechanics meant for realms and distribute them to villages (villages having a small amount of perks they can activate is cool), and then have realms be a culmination of several villages as opposed to what it is now, no individual person is a 'member' of a realm but rather whole villages are (and, thus, all their members are part of the realm too) with a single village being the 'capital' village or 'chief' village or whatever

you could split this into further cool larpy stuff by having village themes that determine their bonuses/perks based off what they decided to have as benefits, and realms are a culmination of these village 'types' that would let them buy more perks (as opposed to the current system where you spread the realm over natural resources)

mayhaps another minor change where authority is less of a function of LP income but is more of a function of many things (LP income can stay, but reduce it significantly so alting isnt an easy way to keep auth up forever) multiplied by a Charisma based coefficient. i.e hunting animals, clearing dungeons, harvesting local resources, doing quests blah blah would all give your village/realm a burst of authority multiplied by the individual character's cha coefficient
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Re: you should make realms tied to villages more

Postby Sevenless » Fri Feb 13, 2026 1:48 am

Realms are an interesting skeleton for a system that never got finished is the description I've heard. I did dabble in a tiny realm once, but the "hidden mechanics" that people can't see only amount to being able to give characters XP (useful for mine songs and well digging mostly). Also the ability to full bury a person without corpse to avoid needing the numen system (I can't remember if it was fully or partially, but the numen system is annoying so good either way).

If the goal was to encourage people to work together and realm owners to value the players inside their realm... the realm concept failed. If the goal was to incentivize pvp, it doesn't seem to have changed much. People still pvp for shiggles and dick waving for the most part, not due to any game mechanic.
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Re: you should make realms tied to villages more

Postby Archiplex » Fri Feb 13, 2026 4:32 am

Sevenless wrote:Realms are an interesting skeleton for a system that never got finished is the description I've heard. I did dabble in a tiny realm once, but the "hidden mechanics" that people can't see only amount to being able to give characters XP (useful for mine songs and well digging mostly). Also the ability to full bury a person without corpse to avoid needing the numen system (I can't remember if it was fully or partially, but the numen system is annoying so good either way).

If the goal was to encourage people to work together and realm owners to value the players inside their realm... the realm concept failed. If the goal was to incentivize pvp, it doesn't seem to have changed much. People still pvp for shiggles and dick waving for the most part, not due to any game mechanic.


yeah i feel like the state funeral thing is a good example of something villages ought to be able to do on a lesser scale

in my mind one of the healthiest ways for realms to exist is to tie them into villages, and provide incentives for bringing in villages under your control (in a way that alt houses arent better, but i mean bots/alts gonna bot/alt anyways)

i feel like if Authority was a factor that scaled off a character's abilities (all 'events' give authority up to a softcap, the harder ones more, and also Charisma could multiply it on a coefficient), it could be a better way to determine a village's activity and size, and that could then later be used to feed realms

personal claims should arguably stay as-is for authority, but the authority gain for villages ought to be tied to larger events and far less on LP income (major milestones such as new minehole levels, slaying large creatures i.e bear probably the weakest to provide auth, and quests/dungeons) and realm auth income should be a factor based off of all of it's village's incomes, with maybe the capital getting bonus income

then actually add use cases for auth beyond erm exp farming (which should just be removed tbqh), maybe make investing into perks require a certain amount of total auth and reduce the amount of totems, and each perk also increases total auth upkeep

and also give us perk-lites to villages thanks :)

i'd comment on the pvp angle but i think there's been lots of tried and tested failures, i don't think not having a big pvp centric focus at first is a bad idea, but rather something it can culminate into (for example, a mega-dungeon that everyone is announced ahead of time and is intended for realms to fight over, with multiple entrances into it that lead into the same general map that cannot be built inside)
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Re: you should make realms tied to villages more

Postby FaithfulToadd » Fri Feb 13, 2026 12:37 pm

+1 for village bonuses and cool LARPy stuff. I'd really like for our village to have some choice in what perks they get. In addition, being a Lawspeaker or village Chieftain should be something that has more game-mechanical weight, I think. A group of villages with 1 capital village sounds like something the devs would go for.

Archiplex wrote:see normally i would write out a 8 page long diagram of how i'd do it but heres a different minimalist way

Gurl, same.

P.S. Just thought I'd highlight this suggestion for a dungeon PvP / PvE objective. Perhaps realms could influence the products taken from it in some way?
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