List of a bunch of ideas

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

List of a bunch of ideas

Postby Scribblegs » Fri Mar 07, 2025 12:28 pm

Now I've played this game on and off for years (this account being as new as it is is simply due to forgetting login information to old accounts), but most of my random complaints or ideas have felt more legitimate in the last two years of playing more actively. I dont see jorb or loftar even seeing this thread, so much as considering anything in it, but I felt like dumping everything out at the very least. apologies to other users of the forum in advance.
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More hairstyles (potentially locked behind dressing table), and hair growth over time: obvious in reason, but would also give more reason to ever make a dressing table (especially if you can now tell how long your hair has gotten for trimming it)
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quality fixing to cave walls, boulders, and gemstones: I think everyone can agree that it sucks to mine at deeper levels only to find horrible-quality ore. I don't think it would be that game-breaking if the base quality of cave walls was 10 times the cave level, and if underground boulders and gemstones had a baseline quality of 10 + [2 to 5] per cave level (or at the least +5 for boulders and +2 for gemstones).
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Dungeons feel unfair to me, not so much for the obvious issue of there being lots of enemies at once, but because of how dungeons treat KO'd characters. I can understand the aspect of dungeons being something cooperative, so being knocked out isn't as big of a deal if your friends can stay alive long enough for you to either run away or help them clear whatever is still in the room.

However, when everyone gets knocked out (something pretty easy if players haven't checked the wiki or attempted the dungeon in question previously), animals will procede to walk around, often outside of the room they spawned in. While it makes sense for dungeon animals to chase players during combat, this causes issues for anyone looking to make it out of a dungeon alive. In addition, logging out while knocked out doesnt heal you out of the ko'd state, much less to your hard health point maximum - so the fact you can't teleport out becomes a serious concern.

I don't think that it would be all too babying to make it so dungeon animals without an active engagement will naturally path back to the room they spawned in. this is especially painful in beaver lodges, where a friend and i once went into the fourth room of one (fourth from the entrance, with no forks) and got knocked out, only for the beavers to wander all around room 3 and even to room 2. I ended up dying because a beaver managed to knock me out again (because, as previously mentioned, 1 health after waking up) over a 1-tile-wide anavoidable strip of water, which I lost my stamina in and drowned before I could wake up.

Area chat is also impossible while ko'd (and), and dungeons arent considered part of the province they occupy, meaning there's no real way to call for help once already in trouble other than village or party chat, both of which being more limited in usage.
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family heirloom accessory is kinda pointless. A fun gimmick effect to make it worthwhile could be that while you wear it you can select to "claim" it (unless it has already been claimed). Once claimed it would either:
A) collect some of your exp whenever you gain some, to be collected similarly to a wild dream. This could be made somewhat less effective than 1:1, as needed.
B) collect all of your unused exp on your death, either specifically while you have it equipped or just as something somehow preserved in item information. However, only your descendant can use it, preventing misuse by enemy players.
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similarly, the ranger's set feels very lackluster for its current annoyance in crafting (even with a large silk farm, it is still going to be a slower process than many other clothes to make). perhaps it needs more generally accessible gildings, or at least a passive ability that would make it interesting, like having wounded animals give off scents similarly to criminals to help pinpoint them if they flee. if theyre still meant for people to wear them in hunting down criminals, perhaps the items give bonuses like the boots reducing stamina drain a tiny amount, the pants having a purse-like pocket you can open for holding scents, and the shirt giving bonuses to stats like stealth (either in general or when scrying)
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a rather common request, but a metal shield. perhaps the wooden roundshield could gain an increase to its armor value at the cost of some agility, while the metal shield would have slightly worse base armor, no debuffs, and more durability. Alternatively, to focus on the general idea that metal gear imposes agility debuffs, the metal shield is slightly better than wooden in armor value, but an agility debuff and greater durability.

also, having a shield bash combat move (possibly like a melee low blow) could be nice (though having more combat moves in general to deal with more specific weapon types could be nice in general. looking at you, pickaxe not being a pointed weapon)
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let us gild silk gloves with gems, albeit with an awful gilding rate. perhaps some armor could also gain gildings, though with no associated stats to them (so the gilding is always minimum chance).
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this one and the next are more of pet peeves than ideas even I think are the most balanced, but gildings always felt odd to me for two reasons: that gilding has a high-end of probability, and that item quality has no effect on gilding rates.

with the former, perhaps the gilding rates of items can be worse, and the chance to gild items with shared gilding stats gets multiplied by (square root of q/10), or perhaps even a break from tradition such as (cube root of q/10). in the first result, a 10% base chance of a single-stat gild would raise to 20% at 40 of the attribute/ability, while in the second, it would raise to 20% at a value of 80.

While the solution to the latter is obviously to use better clothing options, it feels a bit awkward that a linen shirt is better made with scraps found from the stockpiles of abandoned bases than with your own crops. If there must be a high-end to the gilding chances of items, perhaps quality should influence it. for instance, one of the highest-chance gildable items is the bat crown, with an upper range of 85%. perhaps the quality could be an additive measure, such as the upper range being [75 + 5 x (square root of q/10)], so the upper range would be 80% at q10 but 90% at q90. Alternatively, quality could be a multiplied measure to the maximum, such as [low end chance * (1.x)^2] with x being (square root of q/10).
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I just wanna say beforehand that even with my idea, I would hate gemcutting. HOWEVER, the idea is as follows: the chance to cut a gem would be a percentage equal to the (square root of q/10) of each involved stat multiplied by one another. this means that all five stats at 10 would have a 1% chance, while having each at 90 produces a 243% chance. "But wait that produces an over-100% chance to cut a gem fairly quickly" I can hear someone say. Let's take this a step further, and state that this is the chance for a tiny rough gem, and that each size above tiny and each cut above rough divides the chance by 1.5. this means that that 243% chance goes down 32% for a tiny heart-to-brilliant cut, and about 4% for a jotun heart-to-brilliant cut.

Separately from this, whenever you cut a gem, you have a chance equal to one tenth of your base chance to create a second gem when you cut a gem, regardless of if you pass or fail the cut, thats two size and cuts down. if the extra gem is below tiny in size, it obviously just becomes gem dust
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Re: List of a bunch of ideas

Postby Nightdawg » Fri Mar 07, 2025 2:26 pm

I count 10 suggestions

You're better off creating 10 threads, to make sure jorb won't read 10 threads, rather than not reading one thread.
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Re: List of a bunch of ideas

Postby Fostik » Fri Mar 07, 2025 5:12 pm

So is it a list or a bunch?
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Re: List of a bunch of ideas

Postby andersonsaim » Fri Mar 07, 2025 6:21 pm

Scribblegs wrote:You've got some solid ideas! More hairstyles and hair growth could add fun customization. Improving cave wall, boulder, and gemstone quality would make deeper mining more rewarding. Your dungeon suggestions, like having animals return to spawn rooms and improving KO recovery, could make them more fair.

The family heirloom accessory gaining or preserving EXP is a clever idea, and adding utility to the ranger set and metal shields would make them more appealing. Your thoughts on tying gilding success rates to item quality and the creative gem-cutting system could bring new depth to crafting.

Overall, great mix of quality-of-life changes, balance tweaks, and fresh features. Hope the devs take notice!

However, when everyone gets knocked out (something pretty easy if players haven't checked the wiki or attempted the dungeon in question previously), animals will procede to walk around, often outside of the room they spawned in. While it makes sense for dungeon animals to chase players during combat, this causes issues for anyone looking to make it out of a dungeon alive. In addition, logging out while knocked out doesnt heal you out of the ko'd state, much less to your hard health point maximum - so the fact you can't teleport out becomes a serious concern.

I don't think that it would be all too babying to make it so dungeon animals without an active engagement will naturally path back to the room they spawned in. this is especially painful in beaver lodges, where a friend and i once went into the fourth room of one (fourth from the entrance, with no forks) and got knocked out, only for the beavers to wander all around room 3 and even to room 2. I ended up dying because a beaver managed to knock me out again (because, as previously mentioned, 1 health after waking up) over a 1-tile-wide anavoidable strip of water, which I lost my stamina in and drowned before I could wake up.

Area chat is also impossible while ko'd (and), and dungeons arent considered part of the province they occupy, meaning there's no real way to call for help once already in trouble other than village or party chat, both of which being more limited in usage.
-----
family heirloom accessory is kinda pointless. A fun gimmick effect to make it worthwhile could be that while you wear it you can select to "claim" it (unless it has already been claimed). Once claimed it would either:
A) collect some of your exp whenever you gain some, to be collected similarly to a wild dream. This could be made somewhat less effective than 1:1, as needed.
B) collect all of your unused exp on your death, either specifically while you have it equipped or just as something somehow preserved in item information. However, only your descendant can use it, preventing misuse by enemy players.
-----
similarly, the ranger's set feels very lackluster for its current annoyance in crafting (even with a large silk farm, it is still going to be a slower process than many other clothes to make). perhaps it needs more generally accessible gildings, or at least a passive ability that would make it interesting, like having wounded animals give off scents similarly to criminals to help pinpoint them if they flee. if theyre still meant for people to wear them in hunting down criminals, perhaps the items give bonuses like the boots reducing stamina drain a tiny amount, the pants having a purse-like pocket you can open for holding scents, and the shirt giving bonuses to stats like stealth (either in general or when scrying)
-----
a rather common request, but a metal shield. perhaps the wooden roundshield could gain an increase to its armor value at the cost of some agility, while the metal shield would have slightly worse base armor, no debuffs, and more durability. Alternatively, to focus on the general idea that metal gear imposes agility debuffs, the metal shield is slightly better than wooden in armor value, but an agility debuff and greater durability.

also, having a shield bash combat move (possibly like a melee low blow) could be nice (though having more combat moves in general to deal with more specific weapon types could be nice in general. looking at you, pickaxe not being a pointed weapon)
-----
let us gild silk gloves with gems, albeit with an awful gilding rate. perhaps some armor could also gain gildings, though with no associated stats to them (so the gilding is always minimum chance).
-----
this one and the next are more of pet peeves than ideas even I think are the most balanced, but gildings always felt odd to me for two reasons: that gilding has a high-end of probability, and that item quality has no effect on gilding rates.

with the former, perhaps the gilding rates of items can be worse, and the chance to gild items with shared gilding stats gets multiplied by (square root of q/10), or perhaps even a break from tradition such as (cube root of q/10). in the first result, a 10% base chance of a single-stat gild would raise to 20% at 40 of the attribute/ability, while in the second, it would raise to 20% at a value of 80.

While the solution to the latter is obviously to use better clothing options, it feels a bit awkward that a linen shirt is better made with scraps found from the stockpiles of abandoned bases than with your own crops. If there must be a high-end to the gilding chances of items, perhaps quality should influence it. for instance, one of the highest-chance gildable items is the bat crown, with an upper range of 85%. perhaps the quality could be an additive measure, such as the upper range being [75 + 5 x (square root of q/10)], so the upper range would be 80% at q10 but 90% at q90. Alternatively, quality could be a multiplied measure to the maximum, such as [low end chance * (1.x)^2] with x being (square root of q/10).
-----
I just wanna say beforehand that even with my idea, I would hate gemcutting. HOWEVER, the idea is as follows: the chance to cut a gem would be a percentage equal to the (square root of q/10) of each involved stat multiplied by one another. this means that all five stats at 10 would have a 1% chance, while having each at 90 produces a 243% chance. "But wait that produces an over-100% chance to cut a gem fairly quickly" I can hear someone say. Let's take this a step further, and state that this is the chance for a tiny rough gem, and that each size above tiny and each cut above rough divides the chance by 1.5. this means that that 243% chance goes down 32% for a tiny heart-to-brilliant cut, and about 4% for a jotun heart-to-brilliant cut.

Separately from this, whenever you cut a gem, you have a chance equal to one tenth of your base chance to create a second gem when you cut a gem, regardless of if you pass or fail the cut, thats two size and cuts down. if the extra gem is below tiny in size, it obviously just becomes gem dust
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Re: List of a bunch of ideas

Postby Scribblegs » Sun Mar 09, 2025 4:38 pm

Fostik wrote:So is it a list or a bunch?

More a bunch, but what has been done has been done. :oops:
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Re: List of a bunch of ideas

Postby Vnalor » Tue Mar 11, 2025 6:54 am

some good points, but i hate reading so i would downvote if i could.
pls split into parts.
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Re: List of a bunch of ideas

Postby animary » Sun Mar 16, 2025 7:25 pm

"...i hate reading..."

When I was in school (more years ago than I care to recall) other kids always asked me why I was reading a book when I didn't have to make a book report on it. I think many friends today have similar opinions.
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Re: List of a bunch of ideas

Postby Vnalor » Mon Mar 17, 2025 4:19 am

well if they typed this shit properly it would've been a fun experience.
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