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New World Questions:Joining the bay12 community.

I will live inside the core town, working together with others.
- 8 (24.2%)
I want to live in the town, but have my own plot and do my own thing.
- 12 (36.4%)
I intend to hermit separately in the general vicinity.
- 8 (24.2%)
I do not want to join the village attempt.
- 5 (15.2%)

Total Members Voted: 33


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Author Topic: Haven and Hearth General Discussion-Immanently  (Read 178048 times)

kilakan

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Haven and Hearth General Discussion-Immanently
« on: January 09, 2011, 07:56:07 pm »

 What is Haven and Hearth?

Haven and Hearth is an indie game developed using Java, C and Paintshop Pro, which is renowned for its stunningly beautiful 2D graphics. In addition to the lush 2D environment, the gameplay is very out-of-the-box in comparison to mainstream MMORPGs.

Persistent World

In MMORPGs, what you see is developed by some guy who spends his entire career making maps. You play as an avatar in a static world that will be no different tomorrow as it is today. In Haven and Hearth, this is different. You (yes, as soon as you spawn) have the capability to alter the world around you. Individuals, and communities, can morph and craft a village, raping the land around them for resources. Watch as a remarkable forest succumbs to deforestation and the ground under them is mined out for iron! Everything you do leaves a mark that others can see.
Player versus Player

Unlike most MMORPGs, you will become attached to your character. Death isn't measured in an EXP loss, but a loss of an entire portfolio. Death is also persistent. Not to mention destructive elements, such as battering rams, that can bring even the the most defensive villages to their knees, ruining countless hours of teamwork, friendship, and clicking.

It's in Alpha

The developers are donation-fueled (most donations currently going toward server upgrades) and are constantly working on their game. In combination with their tight-knit player base, your suggestions, demands, and threats carry more relevant meaning to them than it would in any other game you play with fancy graphics.
« Last Edit: February 18, 2016, 01:29:55 pm by kilakan »
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ComradeLer

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #1 on: January 09, 2011, 08:03:24 pm »

Don't know if we are supposed to sign up here or what, but count me in.
So, what is the plan?

What are the guidelines for our community/village?
Who should look for our location?
What sort of area are we looking for?
Will we be communal, or a more political society?
What sort of personal space will we have? Will it be first come, first serve when it comes to choosing our own space? Or will we each be assigned/get to choose within the perimeters of a certain area? (I forgot the actual means of calculating tiles in H&H, But say, 10x10 for each person as an example, or enough room for a house, a small field, and some crafting/personal related stuff.)
« Last Edit: January 09, 2011, 08:05:38 pm by ComradeLer »
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kilakan

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #2 on: January 09, 2011, 08:11:53 pm »

Hey, I made this for the purpose of moving village discussion from the other H/H thread, who's moderator doesn't seem to be checking it anymore.
The guidelines, locations, ect will be decided as more people come to the discussion.  As for space and such, ctrl+L lets you measure tiles, and since it will be a brand new world, location, and personal spaces will need to be moved as resources pop-up.  We are generally going to be trying to get one person skilled enough to search for mines in the new world, and as they are found we shall move to accommodate them.  The general idea will probably be a first come-first serve location idea, but since we will be starting from scratch, depending on the amount of active players, and the resources we find, I shall make sure the walls accommodate the people in town.  It's hard to plan anything before we get a spot, and I may not even be the lawspeaker.
What I think would be best however is having everyone create a throw-away character, to search for a spot with good q water, soil, clay, and tree access.  Hopefully near a mountain, or cave, since they seem to spawn more mines.  Then once someone finds a good spot to build at, we will probably create new characters, and spawn all at one persons HF and go from there.
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TheBronzePickle

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #3 on: January 09, 2011, 08:23:03 pm »

Lean-to camp until we find and move to the mine, then? Would be like my days in the nomad camps. Also, count me in, but I won't be able to come on often because of school.
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garfield751

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #4 on: January 09, 2011, 08:54:28 pm »

Lean-to camp until we find and move to the mine, then? Would be like my days in the nomad camps. Also, count me in, but I won't be able to come on often because of school.

more or less this also for me
« Last Edit: January 09, 2011, 08:56:54 pm by garfield751 »
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sonerohi

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #5 on: January 09, 2011, 09:00:38 pm »

Huge post incoming. If at any point you feel offended or patronized, understand that this is simply to provide the quickest and most informative crash course possible given how little prep time you guys have. You are all coming in for your first world restart, and for some of you this is your first playing time at all. The rest of the world has a lot of people like Nil, Potjeh, and Sabinati that have been playing since World 1 and have had the opportunity to streamline the starting process.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: January 09, 2011, 09:04:28 pm by sonerohi »
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Jacob/Lee

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #6 on: January 09, 2011, 09:01:20 pm »

I'll follow whatever you guys decide. Count me in.

And sonerohi is right about the soil/clay/water nodes. If you have metal but no high Q clay/soil/water the metal will be damn near useless. I know somebody out there is saying "But you have METAL! You don't need high Q clay and that other garbage!" Well yes you do. If you don't have high Q clay, you can't make a high Q kiln or high Q bricks. If you don't have high Q soil, clay and water, you can't plant high Q trees for high Q wood. Metal quality is determined by the quality of the ore smelter and the quality of the fuel (charcoal) and charcoal quality is determined by the quality of the kiln and the fuel (wood or charcoal). Low Q metal goods (especially armor) isn't going to be nearly as effective as high Q stuff.
« Last Edit: January 09, 2011, 09:09:15 pm by Jacob/Lee »
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TheBronzePickle

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #7 on: January 09, 2011, 09:28:14 pm »

The 'look for hi-q base resources' idea sounds sensible, but is it really that easy to find q50 spots relatively close together? The most I've ever seen is a q25 clay spot, and that took a few hours of random walking. The clay was the only thing of higher than base quality in the area. Of course, I've only been playing about a month total time, so I probably don't know what I'm talking about. If I am, just tell me so, I won't be offended.
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Ricky

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #8 on: January 09, 2011, 09:31:23 pm »

it's very easy to find spots with decent quality. generally, if you find a high quality soil/clay/water usually you will find another of the two that are about the same level. i had Q 50 soil 5 minutes away from Q 50 water, but no really good clay for a big radius, if you get what i mean.
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garfield751

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #9 on: January 09, 2011, 09:33:18 pm »

we should plan out the city layout beforehand. something that would allow our Commune (assumeing we are all pileing rescorces together).

Im thinking of  a central area for storeing food and other goods. around that should be farms (crops,trees,etc) and workshops. preferably all 3 places are next to each other so we dont have to go through one of them to get to the other. also nice wide roads im thinking of 5-10 tiles between districts would help prevent traffic jams.

The outskirts would be a uniform suburb with somewhat wide roads (about 5 wide) with small shacks (3x3 houses) and maybe 3 tile wide path for parking a small wagon in or something

sonerohi

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #10 on: January 09, 2011, 09:41:11 pm »

Communal crops are doomed to failure. You can hypothesize and try your darnedest, but they will flop. Workshops are basically just small industries, like a block of kilns, or ovens, or leather tubs and racks. Traffic jams will basically never happen ever, and one doesn't need to place things close like that, thanks to fast travel. As long as you have a well connected and prioritized grid of crossroads, you should never have to walk very far. By prioritized I mean establishing a branch of security, and only allowing downward connections, never letting an easily accessed one connect towards your secure areas.
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Jacob/Lee

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #11 on: January 09, 2011, 09:50:32 pm »

Communal crops will never work. Ever. I think farmers should just grow things privately and give/trade with other people their excess crops/goods they produce.

But anyway, how long do you think it will build our city to a functioning order when the new world rolls around?

garfield751

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #12 on: January 09, 2011, 09:53:16 pm »

if i had to take a wild guess id say about 2-8 weeks it really depends how hard people will be working

Jacob/Lee

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #13 on: January 09, 2011, 09:57:15 pm »

Lol. If that's true, then the guy who said New Sodom will be up in ~6 hours may be horribly wrong.

garfield751

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Re: Haven and Hearth: World 4 Bay 12 Village thread
« Reply #14 on: January 09, 2011, 10:19:06 pm »

Revised plans:



its a rough sketch for how the town could be layed out

the blue lines are major roads

the green area is the village commons bascally place where people goto to process their goods and store stuff for the village.

the red area is where all the valueable stuff is stored only the most trusted people can go into there.

between the red and green zone should be an airlock where the village center is.

feedback would be good.
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