Object Management

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

Object Management

Postby LadyV » Sat Jan 28, 2012 5:35 am

Maybe I didn't use the proper search terms but I could not find this in the suggestions.

I would like the option to rotate objects to fit packs, chests... I find it frustrating to have room for a board just not the direction it goes.
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Re: Object Management

Postby Tonkyhonk » Sat Jan 28, 2012 7:30 am

i dont remember where all those threads are now, but there were quite a few threads suggesting this kind of lotating objects/buildables.
(if i understood you correctly, that is... sorry if im talking about something different than what you have on mind)
2D makes your suggestion very difficult to implement, or rather too tedious. (or rather they are too lazy and not interested at all to implement it, too much boring work for that for drawing extra sprites and programming or whatever.)

i remember loftar showing us a link months ago to the screenshot how we will be able to lotate objects such as a drying frame with different angles on salem, which is 3D.
sorry to say but my guess is that this is another wasting time suggestion. we will be able to lotate objects when/if haven is changed to 3D like salem, but other than that, probably not.

i really recommend you go ahead and read on many more threads beforehand, and always consider that almost anything, that normal players can think of, have been suggested already. you may notice, as you read on, that many great suggestions are left untouched as well. (like, ones everyone agreed, even devs agreed, but not implemented. there is a huge long list of things devs want to do. im not trying to stop people from suggesting, you may not want to waste your time unless you are so sure that your new suggestion is amazingly great and new as nobody else could think of.)
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Re: Object Management

Postby MagicManICT » Sat Jan 28, 2012 8:43 am

Before making too many more suggestions, you should really read through the majority of the "Game Development: Salem & Haven" thread in Announcements, at least the first few dozen pages, and look for posts from Jorb & loftar. Basically, after Salem is done, Haven is getting a super-massive revamp, porting in many of the ideas that have been worked on in Salem, and most of these suggestions are either already considered/going to be implemented, or they're going to be completely worthless.

Just to reiterate what is elsewhere on the forums: development for Haven has stopped other than maintenance and maybe some performance issues. Other than the curio and mining systems being implemented this time last year, not a single new thing has been developed. The mining system was already mostly designed and the opportunity to add it came along with a sever database malfunction that required a world restart. A similar situation with the curio system: it was pushed forward because of a severe imbalance the mining system caused allowing botters to grind more LP than possible doing anything else in the game.
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Re: Object Management

Postby painhertz » Sat Jan 28, 2012 8:45 am

"porting in many of the ideas that have been worked on in Salem" I pray to God that you are wrong, the only thing from Salem i'd like to see in Haven is no timer for foraging plants and curios.

Oh, and defense in depth as opposed to static defense, although I'd like both simultaneously.
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Re: Object Management

Postby LadyV » Sat Jan 28, 2012 9:24 am

MagicManICT wrote:Before making too many more suggestions, you should really read through the majority of the "Game Development: Salem & Haven" thread in Announcements, at least the first few dozen pages, and look for posts from Jorb & loftar. Basically, after Salem is done, Haven is getting a super-massive revamp, porting in many of the ideas that have been worked on in Salem, and most of these suggestions are either already considered/going to be implemented, or they're going to be completely worthless.

Just to reiterate what is elsewhere on the forums: development for Haven has stopped other than maintenance and maybe some performance issues. Other than the curio and mining systems being implemented this time last year, not a single new thing has been developed. The mining system was already mostly designed and the opportunity to add it came along with a sever database malfunction that required a world restart. A similar situation with the curio system: it was pushed forward because of a severe imbalance the mining system caused allowing botters to grind more LP than possible doing anything else in the game.


Ill check that section out. I did search here with several different entries but didn't find it. Thank you for the suggestion.
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Re: Object Management

Postby LadyV » Sat Jan 28, 2012 9:26 am

Tonkyhonk wrote:i dont remember where all those threads are now, but there were quite a few threads suggesting this kind of lotating objects/buildables.
(if i understood you correctly, that is... sorry if im talking about something different than what you have on mind)
2D makes your suggestion very difficult to implement, or rather too tedious. (or rather they are too lazy and not interested at all to implement it, too much boring work for that for drawing extra sprites and programming or whatever.)

i remember loftar showing us a link months ago to the screenshot how we will be able to lotate objects such as a drying frame with different angles on salem, which is 3D.
sorry to say but my guess is that this is another wasting time suggestion. we will be able to lotate objects when/if haven is changed to 3D like salem, but other than that, probably not.

i really recommend you go ahead and read on many more threads beforehand, and always consider that almost anything, that normal players can think of, have been suggested already. you may notice, as you read on, that many great suggestions are left untouched as well. (like, ones everyone agreed, even devs agreed, but not implemented. there is a huge long list of things devs want to do. im not trying to stop people from suggesting, you may not want to waste your time unless you are so sure that your new suggestion is amazingly great and new as nobody else could think of.)



Thank you. I'm glad it is being developed for Salem, Maybe they will add it when they begin working here.
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Re: Object Management

Postby hazzor » Sat Jan 28, 2012 12:59 pm

painhertz wrote: no timer for foraging plants and curios



timer?
Oh boy, here I go cheesemaking again...
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