Years on the hearth

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

Years on the hearth

Postby maze » Sat Dec 03, 2011 10:36 pm

I played for a few years, and have been thanking the dev for the updates in the past year. they have made me enjoy the game much more then before.

A few things I've always wanted to see

#1
Seed, flour, straw and such bags
I wish they'd be able to stack in seed bag's and act like the water system water. you can place such 10-100 seeds in a bag. the Q will average out once place in the bag cuz your mixing seeds together.

-Flour bag's same idea.

-fibre bags/forager bags to hold one type of string, straw, blueberrys or w/e else. such place 10-25 so plant fibre's in the bag or other and they will also average out in Q.

of course the stuff will not be auto place in bags you will need to do it...so you dont have to lose that high Q wheat farm in your mass production wheat farm or other item/ bags.

#2
Later game content that can just remove eye sore's or give a bit little advantage

-fountains for your town. replace that well.
Use'ing tons of mats (something dum like 30 metals (even hard metals) bricks, stones like 1000)
The small advantage will be that you will not need wait for the time to get water. iId rather however a system where you you need to fuel the fountain like 1-5 coal for 500L-1500L of water to pump it up. takes about 30 min's for it to fill up fully. this will prevent mass producing Q 40-70 water barrels full of water.

-saw mill this will auto turn logs into boards but it will take a few seconds. gives 6 to 8 "refined" boards. will require metals, leather, ropes and such to build however.


Refined boards can be used for later advance buildings such being

-Inn's that will give a small FEP bonus when eating inside and a little bonus to your travel weariness when eating there. This will require refined boards and other mat's.
I see an inn being able to hold around 30-40 food at a bar, this will be an area where the food can be free to take or cost something just like a barter stand. tables in inn's will get the bonus.

-Wooden house that uses refined boards and glass to make. wooden house will just be like a stone mansion. however it will reduce travel weariness by like 10% and hour just for being in the house.

#3/2
Since teleporting will be removed People will need to carry keys...or we can build large gate house that has a 10 sec open door then closes. I don't know how this can be coded and im thinking of a way were people can cheat it. but this will add the ability to move carts into and outta town.

#4
People need to leave there dam villages more. w2 and 3 people nearly never left!! why? What's the dam point! you only needed to leave to kill thefts. that's it...unless you didn't have an iron mine or wanted gold or silver...
w4 and 5 people we'll now you need to leave to gather curiosities. But we need more things to leave for.
But I rather not share any more idea's atm. It almost makes me feel noobie.
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Re: Years on the hearth

Postby Truth0 » Sun Dec 04, 2011 12:01 am

The seed (etc) bag idea is an interesting one. It would hurt your highest quality seeds, but I suppose that would be the price for convenience (sorting them manually so you only replant the best ones, or replant the best ones in a certain section, etc). A possibility imo.

I'm always in favor of more things to build. It saddens me that I don't have much with which to make a sexy looking village/hamlet/homestead/camp. I've been mulling over various "epic/grand/etc" construction ideas that would require large amounts of resources, to give people something to do after they've finished a brickwall, built a stone mansion, etc. Also, if the quality didn't matter on the materials, then it's possible that players would consider trading newbies and all other tier of player for more mats since it'd be time consuming to do it on your own.

I'm pretty sure I've seen fountains suggested before, but I'm okay with them. How you'd actually get them to spout water is another matter. However static fountains that don't shoot water but just hold it (as an even larger version of a barrel filled with water) and/or fill over time from "rain" or just look nice gets my vote of possible item to be added. I don't see the devs adding a coal-powered fountain-well, though. As for the mill... you'd need a power source. I suppose it could require a large amount of fabric for the wind sails, or you have to build it on the water (watermill). Those would be cool, but for what purpose? You can already churn out flour (and other grindables) pretty quickly manually. Perhaps it's automated (after you insert the grindable item(s)) and thus you could walk away after activation? Perhaps it'd also have a bin that could hold more items (grindables, which is a Truth0 trademarked word btw) than a player could carry themselves. Another possibility, but I'd have to wonder why you'd need that much flour. But I'll never complain about the devs adding more stuff to build and do.

More advanced tier items could add, well, another tier to the game and I'm not opposed to it, but I'd have to ask first what it'd add, and if those additions are necessary/worth it. The inn (or other flavored buildings) is an interesting one. I want to throw out there, though, that perhaps it'd be better to have a more generic new building that's bigger and longer so it could fit a bar, like you mentioned, as well as tables, etc. Players have been making due with log cabins/timber cabins/stone mansions, however. But I am interested in certain add-ons that could be added inside of buildings in order to give FEP, hunger, travel weariness, stamina, health, etc bonuses (buff that lasts for x time and/or quicker regen when using or in x tiles radially from said add-on or furniture). This leads into the discussion on how to increase the H&H economy as well as world traveling, as you mentioned, and actually being able to visit people's villages without being told to go away or being shot at. But that's for a different thread.


With some modifications I think all of your ideas are legitimate and should be considered by the players and developers. I'm sure a few of them have been.
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Re: Years on the hearth

Postby cobaltjones » Sun Dec 04, 2011 12:07 am

Why do people make generic "grab bag" suggestion topics? It's like the antithesis of discussion, not to mention the fact that every single idea has already been suggested before and likely has its own thread for discussion.
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Re: Years on the hearth

Postby Truth0 » Sun Dec 04, 2011 12:51 am

cobaltjones wrote:Why do people make generic "grab bag" suggestion topics? It's like the antithesis of discussion, not to mention the fact that every single idea has already been suggested before and likely has its own thread for discussion.


Because the idea is not very fleshed out yet and they want to begin a discussion on it or they have too many ideas and just want to get them all out at once. Or maybe they're somehow related. When this thread gets pushed off the first page, however, it'll be much harder to search since the title is worthless and you'd have to great the whole text to search through each idea. :(

What cobalt means is, necro threads.
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Re: Years on the hearth

Postby Oddity » Sun Dec 04, 2011 1:47 am

cobaltjones wrote:Why do people make generic "grab bag" suggestion topics? It's like the antithesis of discussion, not to mention the fact that every single idea has already been suggested before and likely has its own thread for discussion.

Because they didn't read Jackard's stickied thread.
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Re: Years on the hearth

Postby sabinati » Sun Dec 04, 2011 1:48 am

inb4 lock
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