Survival

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Re: Survival

Postby TeckXKnight » Mon Sep 19, 2011 9:28 pm

ApocalypsePlease wrote:The wiki said 200 before trolls were discovered. I changed the "effective limit" to 300 on the quality page.

Also as a note, in theory survival could be necessary past 300 for the sake of softcaps, even though the quality required to make that possible is insane

Na, it's not the softcaps that make it possible. The meat, bone, and skin is restricting it to 300 with Trolls and 200 with Bears. It doesn't matter if your sword is q1000, it won't raise it up beyond that.
What makes it possible is cattle.
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Re: Survival

Postby ApocalypsePlease » Mon Sep 19, 2011 9:30 pm

TeckXKnight wrote:Na, it's not the softcaps that make it possible. The meat, bone, and skin is restricting it to 300 with Trolls and 200 with Bears. It doesn't matter if your sword is q1000, it won't raise it up beyond that.
What makes it possible is cattle.


I didn't make myself clear, I wasn't referring to animal products, rather axe quality, saw quality and other tools softcapped by survival.
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Re: Survival

Postby TeckXKnight » Mon Sep 19, 2011 9:36 pm

ApocalypsePlease wrote:I didn't make myself clear, I wasn't referring to animal products, rather axe quality, saw quality and other tools softcapped by survival.

Ah, this is true. You can make slings above q300 after all.
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Re: Survival

Postby screwbag » Mon Sep 19, 2011 10:56 pm

With influx of newbs lately maybe would be helpful to post a cap list for increment able skills?
Or realistic caps anyway like exp, mm, surv etc... Make it a sticky...

Wiki is kinda tough to follow sometimes...

If there is one already I'm just lame... ;)
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Re: Survival

Postby MagicManICT » Tue Sep 20, 2011 5:16 am

screwbag wrote:With influx of newbs lately maybe would be helpful to post a cap list for increment able skills?
Or realistic caps anyway like exp, mm, surv etc... Make it a sticky...

Wiki is kinda tough to follow sometimes...

If there is one already I'm just lame... ;)


Survival is the only one with a practical hardcap as long as you don't figure in what you can get from breeding cattle. Other crafting skills (smithing, carpentry, sewing) have a practical cap of the quality of materials your working with, farming the quality of your crops (and trees). UA, MM, and MC (combat) have no practical limits, same with Exploration and Stealth (ranging and criminal acts).

I don't think I'm missing anything here, but I might be. I'm not looking directly at a skill list at the moment, but everyone should get the idea.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Survival

Postby screwbag » Fri Sep 23, 2011 8:26 am

painhertz wrote:
screwbag wrote:Ok 300 is the next stop then ;)



hey man, hows the mining going? ya'll have any wrought to trade?


Sure.. Plenty of wrought...why do you ask?
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Re: Survival

Postby Mateusz_Zboj » Fri Sep 23, 2011 1:38 pm

The animals can theoritically go over 300 AFAIK.
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Re: Survival

Postby MagicManICT » Fri Sep 23, 2011 8:15 pm

Mateusz_Zboj wrote:The animals can theoritically go over 300 AFAIK.


Yes, but they require your crops to pretty much get there first. Otherwise quality of food eaten can softcap their end products.

Do you know how long it takes to get q300 crops even if you harvest on a perfect schedule? I've never done the math for it, and even a rough guess at one full point per cycle means it's going to take a LOT of cycles. That's 200 after you hit your soil cap assuming you're one of the lucky ones to hit q90+ soil with... call it 40-50 cycles to get to the soil cap. For carrots, if you harvest twice a day like you can, that's still four months. For the good bulk foods (pumpkins), you're talking a couple of points a week and you're likely to not see 300 with them. For beets, you can do once a day reliable (slightly more than that) so you're talking 5-6 months. So, doable? Yes, most definitely, and I wouldn't be surprised if several villages have already exceeded q200 on things like carrots and beets (and approaching it if not over with wheat, hemp, flax, etc).
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