The Road Goes Ever On and On

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

Re: The Road Goes Ever On and On

Postby Tonkyhonk » Tue May 28, 2013 5:16 am

SuperNoob wrote:don't say noone will do that, 99.999% of the people who play this game enjoy griefing atleast a little...CLICK HERE and make sure you read NaoWhut's post in there

you're assuming it wrong, you must be seeing yourself reflected in a thousand mirrors.
also, you cant expect to meet many naos, he is rather unique. some copies (or wannabe copies) do exist though.

(but no comments from me for this topic itself.)
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Re: The Road Goes Ever On and On

Postby borka » Tue May 28, 2013 5:19 am

yep prolly he has typoed just one 9 too much in front of the dot... ;)
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Re: The Road Goes Ever On and On

Postby Yolan » Tue May 28, 2013 5:31 am

SuperNoob wrote:
Yolan wrote:- Then you make up in your mind your own version of what my idea is.

Yolan wrote:Sure, but I don't think the details matter so much as the general idea

Yolan wrote:Sure, so if somebody says 'how would said feature deal with problem X' I could make a possible suggestion, as opposed to 'this idea won't work because x'.

so you make a general idea but when someone doesn't like your general idea because of a specific problem it causes its not your idea, but you still want them to bring up specifics?


Let me try again. You were calling me a moron for not understanding that as the game exists currently, the feature I suggest wouldn't work. But I am not talking about the game that exists currently. I am talking about a hypothetical future Haven, where this feature would be part of a redesign. So, telling me that my idea is stupid and 'won't work' because of 'current feature' X doesn't make much sense. Can you see that? Because it is assuming the world as we have now. That's not supposed to be some kind of invincible shield that prevents me from having to try and explain how it might work though. Which is why if you instead asked me how it might deal with X, then I can offer some kind of suggestion. Can you see the difference here?
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Re: The Road Goes Ever On and On

Postby Yolan » Tue May 28, 2013 5:43 am

SuperNoob wrote:
Yolan wrote:
SuperNoob wrote:
as to the post you replied to you still completely ignored the huge piece of crap that is your idea...if we're always in the game how will we stay alive unless we're immortal while logged out, if we're immortal while logged out what stops people from making walls out of alts?


You're repeating yourself. Currently, we are immortal when shown sleeping in a bed. This. Sleeping avatars could simply have no hit box, if that's not currently the case.


I repeated myself 3 times and this is the first time you've responded to it. when someone is sleeping in a bed press A-Y(adventure destroy) then click them and poof they're gone...they are not immortal and neither is their bed. if that person HAS to be there then this won't work.


No it was the second time you asked that particular question, and I answered it the first time.
You could also imagine that the character might not have a hit box while logged out, but appears to be sleeping on the ground
.


Look, this is just bloody pointless and a real waste of time now. All I wanted to do was discuss a future, possibly different haven, seeming as the devs already stated elsewhere that they wanted to rebuilt in the future from the ground up. I'll just keep my ideas to myself from now on then.
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Re: The Road Goes Ever On and On

Postby Yolan » Tue May 28, 2013 5:48 am

SuperNoob wrote:as to not having a hitbox when logged out: what about early world play when you have a house but no claim(or even with a claim but before your palisade is complete) and sleep in a leanto in front of your house to keep others out? you will break early game security if you remove the hitbox of a sleeper.


Locks for house doors?
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Re: The Road Goes Ever On and On

Postby Yolan » Tue May 28, 2013 5:51 am

SuperNoob wrote:also what of random noobs sleeping on your land? now we can break their HF and put something where they're sleeping(after we break the bed of course) and they have to log on somewhere in the wilderness...if they HAVE to be there then what stops a person from making a few thousand alts all over the world and just leaving them making it impossible to make a secure base? don't say noone will do that, 99.999% of the people who play this game enjoy griefing atleast a little...CLICK HERE and make sure you read NaoWhut's post in there


Perhaps you must sleep in an actual bed to be able to leave you in that state permanently, but 'sleeping rough' (i..e on the ground) will leave you open to damage after a cool down period of X number of days, depending on how developed your character is. As beds can be destroyed, and noobs would have a shorter cool down timer, you could remove this threat.
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Re: The Road Goes Ever On and On

Postby Xcom » Tue May 28, 2013 7:45 am

Yolan this might not be directed towards you but more towards loftar and jorb. I think the idea of rebuilding haven into a different game with to many different aspects and feature reworked will not make it into haven anymore. At some point you have to just take a step back and say. Time to start working on a new game because havens core mechanics just doesn't do it for me anymore.

The issue with haven aren't the traveling mechanics via crossroads but the way it can easily be abused. I also find the idea of traveling on roads from towns to towns interesting but that's just that, interesting. There are other games out there that does exactly that. EvE-online but in space, Freelancer, Minecraft and Salem. There are also new games coming out with the specific mechanics of keeping people online 247 like this new game Topia online. There games are similar but not haven and if enough core mechanics of haven gets reworked it will not be haven anymore and could easily be re-labeled into a new game.
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Re: The Road Goes Ever On and On

Postby Xcom » Tue May 28, 2013 8:09 am

Here is another thought.

We know that super grid lines allows a player to place pavement without being cut off by rivers. Milestones can also be placed along these roads but the issue with them are that.
A. they have a collision box and wont allow a player to drag a cart when using the roads system.
B. Wagons wont work using the milestones either.

Lets assume these 2 bugs would be fixed making wagons with cows use milestones and have there collision box removed. One would still have to build a 5 000 tile long road to travel a supergrid. Experience have it that greafers in this game can literally put a monkey wrench in your plans and blow up your months of work by simply destroying a single milestone or killing your developed toon while traveling this road. The idea of having this feature in the game is nice and cool but not practical.

If you would take the idea farther to make this idea practical you would not only have to rework havens fundamental feature of not having ingame mechanics protecting the players. Like the idea of adding towns that allows safezones or the idea of W1 with outwards expanding rings with outlaws living in the outskirts. You soon realize that you either have to scratch the basics of this game and implement entire new mechanics that changes the game completely.
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Re: The Road Goes Ever On and On

Postby SuperNoob » Tue May 28, 2013 8:53 am

Xcom wrote:You soon realize that you either have to scratch the basics of this game and implement entire new mechanics that changes the game completely.

since he doesn't like taking criticism on his idea I'll just agree to this! not the first time its been said, but we play HnH because we like HnH....even though it could use some updates and bug fixes.
Tonkyhonk wrote:
SuperNoob wrote:don't say noone will do that, 99.999% of the people who play this game enjoy griefing atleast a little...CLICK HERE and make sure you read NaoWhut's post in there

you're assuming it wrong, you must be seeing yourself reflected in a thousand mirrors.
also, you cant expect to meet many naos, he is rather unique. some copies (or wannabe copies) do exist though.

(but no comments from me for this topic itself.)

I'm not saying 99.999% of the people who play go out daily looking for someone just to grief them, but every so often theres someone who needs to be dealt with, and when we deal with those people we all enjoy it. as for me, no I'm not a big time greifer. I actually like early-mid game more than end game here so I actually spawn a new character out in the wilderness every few months just to get that rush again, thus leaving me wide open to griefing most of the time. I'm not saying we need W7, I know people have worked hard getting quality up on everything and getting all the stuff they have the way they have it, but me personally I don't really like the quality grind...so thats my play style.
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Re: The Road Goes Ever On and On

Postby Yolan » Tue May 28, 2013 9:13 am

Xcom wrote:If you would take the idea farther to make this idea practical you would not only have to rework havens fundamental feature of not having ingame mechanics protecting the players. Like the idea of adding towns that allows safezones or the idea of W1 with outwards expanding rings with outlaws living in the outskirts. You soon realize that you either have to scratch the basics of this game and implement entire new mechanics that changes the game completely.


Yes, but that was my starting premise. It turns out that the link I provided is old so I don't know if it accurately reflects the devs current intentions, but in the chat there is this part...

(14:23:08) <loftar> I consider Haven my forever-project, that much is true. :)
(14:23:28) <loftar> I would like to make major changes to it, however, so it might not be Haven as you know it. :)


Maybe people like Haven as we know it, and Haven as we know it + bug fixes sounds like a damn good thing rather than a leap into the unknown, and possibly into a shittier game. I get that. Maybe it would be cool if they froze the game at the current point + key fixes and ran that on a separate server, with the re-worked Haven being a whole different game (and no I don't mean Salem). The thing is though that Haven was constantly changing and developing until Salem came along. It's a work in progress that is kind of the devs experimental play box. I don't want to see people's fun past time taken away from them or trashed, but I also think the game as it stands needs tearing down and building up.
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