Game Development: Leather Feather

Announcements about major changes in Haven & Hearth.

Re: Game Development: Leather Feather

Postby Ragnar214 » Thu Dec 03, 2015 10:45 am

MagicManICT wrote:Quests are probably just going to be a tutorial system when they come out. I really don't see it going much beyond that. Though it would be interesting if the village leader could put up a notice for X work to be done and the worker(s) get paid Y coins (or some other fee) for it to help encourage the lazy peons to do something other than eat and study curios. :lol:


It would make things more social. I thought thats what I read they wanted to do. This way when someone is offline or the leader/governors/whateverucallthosethievingpoliticians arent around to let people know what needs to be done, or the village has a baker/lumberjack/carpenter or whoever that needs a certain order filled they can check the craftable job board placed outside the shop/or-wherever.

Would also make those new/ (old in legacy) parchments consumable. They might be consumable already I'm not sure. but having to use one for a job on a job board would consume one. Along with the ink you use on it.

Now I know someone can just use a forum or website/email to do this with their village. But if its right in the game you wont have to tab out. That could be somewhat incentive to use that kind of mechanic :P Unless somehow they use the board. But give some sort of extra reward when u finish a job from the board?

Somehow maybe using the job-givers Attributes to influence how much LP the job taker and job finisher are rewarded? LP could be gained by doing jobs? Or something similar to LP that gives a type of bonus. I guess having LP as the reward could be abused.
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Re: Game Development: Leather Feather

Postby jorb » Thu Dec 03, 2015 10:50 am

Ragnar214 wrote:
MagicManICT wrote:Quests are probably just going to be a tutorial system when they come out. I really don't see it going much beyond that. Though it would be interesting if the village leader could put up a notice for X work to be done and the worker(s) get paid Y coins (or some other fee) for it to help encourage the lazy peons to do something other than eat and study curios. :lol:


It would make things more social. I thought thats what I read they wanted to do. This way when someone is offline or the leader/governors/whateverucallthosethievingpoliticians arent around to let people know what needs to be done, or the village has a baker/lumberjack/carpenter or whoever that needs a certain order filled they can check the craftable job board placed outside the shop/or-wherever



Not sure how you imagine the conditions being specified by the user or checked by the game.
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Re: Game Development: Leather Feather

Postby Ragnar214 » Thu Dec 03, 2015 10:51 am

jorb wrote:
Ragnar214 wrote:
MagicManICT wrote:Quests are probably just going to be a tutorial system when they come out. I really don't see it going much beyond that. Though it would be interesting if the village leader could put up a notice for X work to be done and the worker(s) get paid Y coins (or some other fee) for it to help encourage the lazy peons to do something other than eat and study curios. :lol:


It would make things more social. I thought thats what I read they wanted to do. This way when someone is offline or the leader/governors/whateverucallthosethievingpoliticians arent around to let people know what needs to be done, or the village has a baker/lumberjack/carpenter or whoever that needs a certain order filled they can check the craftable job board placed outside the shop/or-wherever



Not sure how you imagine the conditions being specified by the user or checked by the game.


What do you mean? sorry

I updated my post and its my full thoughts now :P
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Re: Game Development: Leather Feather

Postby Ragnar214 » Thu Dec 03, 2015 10:56 am

I dunno I figured that might make the economy flow more? When I read "quest system" this is what i thought to myself and came up with :P Just an idea

*** Edit: wish I could delete my post now I understand what you meant :P Been drinking lol.

The giver sets the conditions by asking for either a stockpile of items so (material*#), and the job doer or quest taker takes the job and gets a reward when they complete the job.Make it so anyone can fill the job at any time. Unless some sort of "contract" is made. This way its a race to get the reward offered by the giver +PLUS+ the reward in LP or something similar to LP/Minor buff. Could set quality numbers and all that for what you are requesting. Could also make it so you can Craft/Build a job board that has an "Area" behind or beside it where you can request a certain amount of boulders or logs be taken and people get paid out depending on what they put into it.

Would work similar to a barter stand (havent used one yet, but am sure I understand how they work)

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Re: Game Development: Leather Feather

Postby jorb » Thu Dec 03, 2015 11:01 am

Even a trivial job would be non-trivial to specify. "Chop x amounts of wood and place in stockpile xyz" requires you to specify at least a resource as well as determining a drop-off point. This sounds cute in theory, but in practice I suspect that it is a lot of effort for very little effect at the end of the day. Most deals you want to make with other players are probably more involved anyway.
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Re: Game Development: Leather Feather

Postby Ragnar214 » Thu Dec 03, 2015 11:04 am

jorb wrote:Even a trivial job would be non-trivial to specify. "Chop x amounts of wood and place in stockpile xyz" requires you to specify at least a resource as well as determining a drop-off point. This sounds cute in theory, but in practice I suspect that it is a lot of effort for very little effect at the end of the day. Most deals you want to make with other players are probably more involved anyway.


Sorry I edited my last post again :P didnt want to post to many things.

The effort could be worth it with some sort of minor buffs though. Also it could promote bigger cities and people working together.

I imagine (as the hermit I am) being able to walk into a village without being killed automatically lol. Or having to worry too much. Because perhaps those people need some work to be done. It adds another element of fear and anxiety too :P because once I finish that job, are they gonna rob me or not pay me? And if they don't pay me (or you and your friends if you have some) what might you do? That's what I love about this game. Development wise, you guys could do anything lol. Well pretty much.

Adds more interaction down the road is what I was thinking is all

If you want me to write it in logical format I will have to do that tomorrow :/ too much beer in me right now

*** Edit again.

Could also make jobs for caravan escorts or things like that.
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Re: Game Development: Leather Feather

Postby Turtlesir » Thu Dec 03, 2015 11:36 am

would suggest for stone caskets to take on the textures of the materials used, but i guess it couldn't have those embellishments on the sides that way. no matter, it's a nice design.:)

rope stockpiles would be slightly more useful than l-/feather stockpiles, and more importantly they would look awesome in production areas. :)
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Re: Game Development: Leather Feather

Postby Ragnar214 » Thu Dec 03, 2015 11:38 am

For such a thing like caravan escorts or caravans could set it up so that each village claim is also a destination point. Would give a reason to bring cartography back then too. If no one has a map they cant set up trade routes and quests in a larger radius from their signpost or village claim. Village claims would act as destination points for such quests on player made maps that require a right click and perhaps a new building called a Guild Hall? People can set up guilds instead of just villages? And now im getting all crazy here but perhaps even taxation systems if some group gets powerful enough, taxation in either goods or gold.

https://www.youtube.com/watch?v=fxGqcCeV3qk

The more challenges individuals face I think the better. Or of course there is sticking together as individuals can make good or bad.

I dunno Drank too much :P
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Re: Game Development: Leather Feather

Postby Raffeh » Thu Dec 03, 2015 12:55 pm

Amanda44 wrote:
Raffeh wrote:
Well honestly they can add in a completely different effect from beds than the dreaded travel weariness.


Or even none at all other than to log out in for aesthetic purposes, we can and do have cosmetic items, not everything has to have an effect other than to be pleasing. :)


Only cosmetic double beds would be pleasing. oh and different coloured bed sheets! :D Pink Dev Blankets please kthx
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Re: Game Development: Leather Feather

Postby Amanda44 » Thu Dec 03, 2015 1:43 pm

Raffeh wrote:
Amanda44 wrote:
Or even none at all other than to log out in for aesthetic purposes, we can and do have cosmetic items, not everything has to have an effect other than to be pleasing. :)


Only cosmetic double beds would be pleasing.


:P :roll: :D

But, yes to the different colours, we could have the option of using hemp/linen/wool and silk already. :)
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