Exploration/Perception/Survival

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Exploration/Perception/Survival

Postby arcolithe » Mon Nov 27, 2017 6:30 am

Starting to notice a cap of about q50 even with 60+ in each survival/perc/exploration.
Is there generally a cap for quality of goods, or are some nodes yielding q100+ stuff and it gives me reason to eventually go for 100 survival?
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Re: Exploration/Perception/Survival

Postby ricky » Mon Nov 27, 2017 7:38 am

Generally speaking, foraged quality nodes (this includes foraged plants, clay, water, soil) tend to peak out around 50-60. sure, there are the very rare occasions you may find a 60,70,80 node, but dont count on it.

As for the three attributes you mentioned:

Survival has a secondary use of being a softcap on hunted animal quality when butchered, so it's generally best to push survival as high as you can in order to maximize hunted animal quality.

Perception is a softcap in many recipes and as such should also be pushed.

exploration however (as far as i remember) only serves to aid in foraged goods (the Per*Exp formula), so you can safely grind exploration to 25/50/100 and leave it there for the rest of the game and instead focus on perception
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Re: Exploration/Perception/Survival

Postby replikant8 » Mon Nov 27, 2017 4:18 pm

ricky wrote:Generally speaking, foraged quality nodes (this includes foraged plants, clay, water, soil) tend to peak out around 50-60. sure, there are the very rare occasions you may find a 60,70,80 node, but dont count on it.

As for the three attributes you mentioned:

Survival has a secondary use of being a softcap on hunted animal quality when butchered, so it's generally best to push survival as high as you can in order to maximize hunted animal quality.

Perception is a softcap in many recipes and as such should also be pushed.

exploration however (as far as i remember) only serves to aid in foraged goods (the Per*Exp formula), so you can safely grind exploration to 25/50/100 and leave it there for the rest of the game and instead focus on perception


Perception*Exploration also matters in seeing the scents. It's like a counter for Intelligence*Stealth.
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Re: Exploration/Perception/Survival

Postby MagicManICT » Mon Nov 27, 2017 8:49 pm

But that's why ricky said you can just push perception. Exploration, beyond a couple of gildings, has no other use in the game for crafting.

One could argue you want survival greater than 100, though, so you get better quality materials from wild animals you butcher. A person needs to know what equipment they have and whether it is softcapping the animals that much or if the survival is capping it. It's not something you need to worry early about unless you're making a dedicated hunter/forager.
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Re: Exploration/Perception/Survival

Postby newaccountlol » Tue Nov 28, 2017 6:42 pm

If you don't have access to good perc food then exploration can be decent to invest in to get a LP boost early game. You have to invest a lot early on for it to be worth it. If you only raise it gradually then you are not getting enough foragable curios for all the time you spend traveling. If you do choose to invest exploration I'd suggest having at least 75 and that's not too difficult if you use exploration gear.

However, if you somehow have an endless supply of hide and bones then it might be worth getting high exploration just to grind out a bunch of exploration curios.
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Re: Exploration/Perception/Survival

Postby blank » Wed Nov 29, 2017 3:33 pm

newaccountlol wrote:If you don't have access to good perc food then exploration can be decent to invest in to get a LP boost early game. You have to invest a lot early on for it to be worth it. If you only raise it gradually then you are not getting enough foragable curios for all the time you spend traveling. If you do choose to invest exploration I'd suggest having at least 75 and that's not too difficult if you use exploration gear.

However, if you somehow have an endless supply of hide and bones then it might be worth getting high exploration just to grind out a bunch of exploration curios.


my opinion is that exploration / perc is not as valuable as it use to be back in the older worlds..
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Re: Exploration/Perception/Survival

Postby MagicManICT » Wed Nov 29, 2017 7:03 pm

Glimmers and eidelweiss being so rare (hard to find... long trip to mountains for some), I do have to agree with this last statement. 3000-4000 PER*EXP should be enough unless their is something I'm forgetting about. For foraging gear, it shouldn't be too hard to hit 100 Expl with bonuses.
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Re: Exploration/Perception/Survival

Postby arcolithe » Thu Nov 30, 2017 12:18 am

So the issue with splitting progression with alts, if Str/Agi combat/mining is allocated to character A
Perc/Dex with Surv/Exp/Marks (and sewing, yum) allocated to character B
my hunting quality in my perc/dex alt (B) becomes dependent on my Bow/ArrowQ and ability to one shot before the Surv Quality.

However, if my str/agi alt (A) wishes to hunt, I need to also work on Surv.

My third character will be Charisma based (C), and I assume he will be a farmer/labor slave for the most part.

For optimization, how does Will and Psyche play into my current character pool?
thanks for all the lovely advice by the way! I especially value unpopular ideas as long as they are sound.
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Re: Exploration/Perception/Survival

Postby arcolithe » Thu Nov 30, 2017 12:22 am

replikant8 wrote:Perception*Exploration also matters in seeing the scents. It's like a counter for Intelligence*Stealth.


Don't players create new alts to steal, with hearthfires far from their own personal base to hard-counter any amount of Perception*Exploration and tracking/nidbane follow up?
Only benefit from high Int*Ste I see is if you want to consistently steal from an active player with the idea that they will continue producing objects to steal...
but most theft methods include a form of breaking a wall, unless I am missing core magic/bugs that allow players to jump a palisaded base.

No idea what the benefits of theft is, as the long run seems detrimental as it increases the risk to reduce player count, and thus reduce the "MMO" part of the game.
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Re: Exploration/Perception/Survival

Postby MagicManICT » Thu Nov 30, 2017 9:50 pm

Yeah, the only way to currently steal is bug abuse or exploit someone's lack of proper security. Otherwise, it's just raiding as you have to smash in a wall to steal anything. You're leaving tons of scents this way, too.

However, since most characters are loading heavy on the INT for studying curios, it doesn't take pushing much stealth to make your scents harder to track to vets and near impossible to see for new players (if I understand the mechanic properly, that is).
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