Some suggestions to improve gameplay

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

Some suggestions to improve gameplay

Postby aemaru08 » Tue Dec 20, 2011 12:35 pm

BTw im spanish and my english may suck, I hope you understand my ideas...

jorb wrote:Rework the quality fields and the finding of them to disincentivize the present retarded pclaims that I see everywhere, and the spawning of alts to look for resources.

Lower the Q range of the fields at world spawn, to be less different between themselves (ie: q10-40), and implement a system in wich each field can be improved by player work (ie: soil upgrades with animal poo, water by digging it and removing the "dirty" clay, etc...).
You could also make this natural resources Q hardcaped by survival or something, that way ppl wont be able to check for high Q spots with alt spawning.
Other way may be to make terrain Q dependant of Village Claim autho.

jorb wrote:Change the hunger model to eliminate meaningless plowing for more hunger and (thus) make feasting more important.

Crafting/mining/harvesting/etc... gives an acumulative fatige buff. Each in-game hour increase player hunger by a fixed rate, and add a significative % bonus based on the fatige buff.

jorb wrote:Rework/remove/change the personal beliefs, especially change/tradition.

Maybe they shouldnt change just waiting time, but with player actions.

jorb wrote:Rework/remove/change the fast travel system to remove the janky gameplay that crossroads & hearthing presently imply, foraging bots by means of infinite wilderness spawns, for example.

The problem is that people wont explore if they can go easily back to home. Maybe you could remove the "Travel weariness" system, and when you fast-travel, you have to wait X real time while the character travels to the desired location. This way you can go out to the wildneress to forage, and when u are done leave the character fast-traveling to home while you log out and do RL stuff.

jorb wrote:n that mix we have also begun formulating an idea for a new take on character development. It does not involve going back to meaningless LP grind, nor does it involve removing the curiosities or in any way changing the fundamentals of how those work (we're generally speaking very happy about them), but rather it is -- or may very well become, at least -- a synthesis of a lot of the half-baked ideas we've been playing around with but never done anything with. The aim of that system is to make the world a magical place that cannot be easily reduced to its component mechanics. This, or so is the thought, without removing the ability of players to act teleologically in it. A concept that we've been talking a lot about in that context is the doors of perception.

There's a little change to the LP system I thought long ago, that could help you with that.
Add every in-game item 3 characteristics; name, description and lore. When you find a new item you have to put the item in the study interface to unlock the item's features. There's 3 studing steps, name>description>lore, each one destroying the item and a required minimun INT to be able to process. When you study the first stage, (after a fixed ammount of time, like current LP sistem does), you unlock item name and recive a small LP ammount. With the second stage, unlock a short description, the crafting recipies and recive a medium LP ammount. With the last step you unlock some lore description and get a bigger LP ammount. A book-like window could be a glossary of already studied items.
Non curio items would give a big LP ammount and be 1 time character life study-able. Curios could be studied multiple times, like now they do, but for smaller ammounts. The requirement of having a concrete INT value to study the items 2nd and 3rd stages will require more character-development.


Coin system could be greatly enhanced for village uses if LawSpeakers could add the village name to the coins.
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Re: Some suggestions to improve gameplay

Postby MagicManICT » Tue Dec 20, 2011 5:17 pm

aemaru08 wrote:Lower the Q range of the fields at world spawn, to be less different between themselves (ie: q10-40), and implement a system in wich each field can be improved by player work (ie: soil upgrades with animal poo, water by digging it and removing the "dirty" clay, etc...).

Something similar has already been suggested, but the max cap on the nodes at world start was a part of it, I don't think.

aemaru08 wrote:Crafting/mining/harvesting/etc... gives an acumulative fatige buff. Each in-game hour increase player hunger by a fixed rate, and add a significative % bonus based on the fatige buff.

The problem is that people wont explore if they can go easily back to home. Maybe you could remove the "Travel weariness" system, and when you fast-travel, you have to wait X real time while the character travels to the desired location. This way you can go out to the wildneress to forage, and when u are done leave the character fast-traveling to home while you log out and do RL stuff.

This is very poor game design. It's OK to give a small bonus to players that can't (or decide not to) log in as frequently. A game should never directly penalize players for actually playing the game too long. If you want to play net nanny and keep people from "harming themselves", you're in the wrong business. ;)

And yes, people will still go out exploring. They might be a bit more careful and not take anything they can't log out with, though i.e. a boat with two large chests (or say a boat with a large chest and cauldron for pearl hunters).

aemaru08 wrote:Add every in-game item 3 characteristics; name, description and lore....

This is pretty much what the study system is already. You're just making it complicated. Complicated is fine if there's a purpose to it such as trying to solve a puzzle. It could have merit, though, in slowing the early game down some. (I don't think that would be a bad thing.)

+1 for trying, but -1 for failing to read the rules of the forum: No catch-all posts and search for old topics about your idea.

Also, no need to apologize for your English. It's good (better than some of the native speakers here).
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Re: Some suggestions to improve gameplay

Postby aemaru08 » Tue Dec 20, 2011 9:22 pm

Thanks for your opinions.
About the LP thing, there's a pair of big diferences. The first one is if one-time unlockable items gives more LP than curios, there would be non excesive need to forage 24/7 for the first week of the character. Also the INT requirement forces you to develop the character atributes, a way to prevent massive alter creation.
Also the ingame lore/crafting book would work much as a wikia. Hell, I offer myself to do the lore :D
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Re: Some suggestions to improve gameplay

Postby Kaios » Wed Dec 21, 2011 6:10 pm

cool it's one of these threads again
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Re: Some suggestions to improve gameplay

Postby aemaru08 » Wed Dec 21, 2011 6:46 pm

Kaios wrote:cool it's one of these threads again


cool it's one of these replys again
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