Who should do what?

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Who should do what?

Postby Mr_Bober » Wed Mar 31, 2021 8:44 pm

Hello!
I'm trying to figure out what's the best way to split skills and roles between four or five people (assuming none goes for a criminal life, or PvP)

This is what I've got so far:
- One Miner (and Blacksmith)
- One Farmer (and Tailor)
- One Forager
- One Hunter (fighter if needed)
- One "Sage" (crafting curios, meds, and stuff with lore/will/int/psy)

Now I'm a bit confused about a few things.
- Who should be the Potter? According to Credos, the Farmer should be, but they also already have to do tailoring and all the gardening stuff, which is a lot of work.
- Who should be the Cook? The Forager already has Perception, but it's a risky job and I'm not sure it should be on a character that leaves the village. Also they need all LPs they can for Surv and Exploration, since they have no time-gate mechanics (unlike others). Should this be another character?
- Who should do Alchemy? I've never done it before, and I have no clue who should be doing it. From what I've seen, it requires Dex and Masonry for crafting its stuff? So maybe the same doing Pottery?
- Who should do Carpentry?
- Who should do Jewelry?
- Who should do the Glass stuff?

I know there's not a perfect answer for it, but even just knowing how other players are dealing with it would be helpful!
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Re: Who should do what?

Postby Zampfeo » Wed Mar 31, 2021 9:11 pm

Don't base your roles off of credos. It's better to do it based off of stats and workload.

First, are the "outside" roles like hunting, foraging, mining, and fighting. There's a lot of overlap between these. Your miner might as well have some combat skills because they'll have plenty of strength and need to deal with bats and oozes. Your forager might as well have some combat skills because they'll come across a lot of things to hunt.

Then there are the "inside" roles. Crafting and farming are the big, broad categories. These can be simplified into individual industries like silk, trees, etc. depending on how large of a production you want, but with 5 hearthlings you'll probably want a primary farmer, someone to do trees, garden pots, and help with farming, and someone to do all the other miscellaneous crafts + cooking.
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Re: Who should do what?

Postby Sevenless » Wed Mar 31, 2021 9:43 pm

Thing is, there's no particular combination that's super optimal. I think you've got your idea about how tasks are arranged a bit off though. Many tasks are boosted by credos, but only a couple consider credos mandatory for them. People typically pick from this list, and sometimes hybridize with roles that have related requirements. Things like tailor though can easily go on an alt, no reason a main needs it since the time taken is quite small.

Jobs in no particular order:

Mining (str+combat, relevant credos)
steelmaking(all skills covered by miner, but tending the crucibles is a real job)

foraging+hunting(per+combat, maybe farming for leeching Windsowns?)
nodehunter (in the early game tracking down quality nodes is important, and there are many different skills involved)
leathermaking (no skills, just a common chore)

cooking(misc stats, can do attitude)

farming(farming+LP for farming skills)
tree planting (carpentry, LP farming skills)
animal tending(butchering related stats)
gardener(the credo is pretty strong which is why it's separate)

silking(LP for farming skills, a love of wheelbarrows)
tailoring(mostly just the credo actually)
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Re: Who should do what?

Postby MagicManICT » Wed Mar 31, 2021 10:04 pm

The problem with making a "hard" split like this is that there is a lot of overlap.

Miners are going to need all the combat you can afford to give them. It's not even the trolls you have to worry about, but a pack of slimes or worms spawning on you near insta-KO'ing you.
Unless you plan on turning your sage into a smith, too, jewelry requires a good bit of PSY along with the STR.
As you point out, Potter is best going to the farmer, but conversely, you don't raise a lot of masonry on those characters... thankfully the amount of masonry you need is just to prevent hardcapping. Additionally, it's often going to be your foragers out picking clay.
Hunters and foragers are going to have duplicate jobs in many cases, and if your hunter doesn't have decent enough foraging skills, they might miss a few good picks early to mid world.

Conversely:
Farmers have almost no overlap with anything.

As far as sages... more is better? It's a pain in the ass to get. I've never made more than half an effort at it. I got tired of all the "hurry up and wait" quests.

Roles you missed: (edit: Sevenless ninja'd me... better list)
Gardener--could be anyone... just someone that can manage it. It can be a full time job depending on the village. Credo is worth it if someone wants to grind it out
Tree farmer--doesn't need all the farming skill, and in some ways, requires more dedicated time than what other farmers need
Silk--not necessarily a tailoring job for sericulture... though you might leave the spinning and weaving of silk to the tailor
Cook--Could be filled by multiple people... need to know the recipes and what to fix for what attributes, for sure

W11 I had three roles on one character. First and foremost was miner, and as a result, I ended up dealing with pottery and managing kiln and smelter upgrades due to having the highest masonry in the village. Next, I was the smith. I wasn't the only one. Our 'sage' ended up picking up many of the skills and attributes necessary, too. I also ended up dealing with trees as you need lumberjack to get to blacksmith. I also had strong foraging skills as if I did run across some of the rare cave curios, I'd spot them. This wasn't optimal, but all fit together nicely and was fun to play as I wasn't stuck with Haven becoming a 'chore' and getting burned out on it.

The only other option is to have people make a lot of alts, only cross over skills where you absolutely need to, and have a ton of overlap in what foods you're various characters are going to be consuming.

Sevenless wrote:steelmaking(all skills covered by miner, but tending the crucibles is a real job)

This one should be a group effort. The hard part, if everyone is in the same time zone and on at the same times to play, is getting a few people to take turns logging in in the off times to refuel the crucibles. leaving it to one person causes that person to get burned out themselves.

As far as leather, it is helpful if one person is kind of running the operation and others are helping out with sorting hides. This is mostly so that someone can make an executive decision on what hids are used for what. I could watch the latest episode of whatever show is on while dealing with hides. That and chopping trees.... Couldn't do that while mining or out foraging.

Kind of wish they'd do farmer so others could help with the harvest and dealing with all that mess. Planting would be the important part.

Another "group" activity--beekeeping. Sucks if one person is getting so many beestings they're about killing themselves and they don't heal up in a day. Get a few people to help harvest hives. No skills required, just don't have any other "allergy" wounds: midge bites, nettle burn, snake bite, etc.
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Re: Who should do what?

Postby Sevenless » Wed Mar 31, 2021 11:05 pm

Bees have killed many an alt of mine.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
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Explanation of the logic behind the cooking system
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Re: Who should do what?

Postby Mr_Bober » Thu Apr 01, 2021 2:16 pm

Thank you all for the replies. I thought Credos were supposed to give an idea of which jobs should be considered, but I guess I was wrong.

I think with such a small group we will have to skip on some stuff and attempt to trade for it. It's either that, or keep all industries very small to have time to do everything!
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Re: Who should do what?

Postby meus » Thu Apr 01, 2021 4:17 pm

Yes, mostly the attributes determine your profession. That is, if you don't want to soft- or hard-cap stuff, otherwise anything would do.

I see mostly three main sets of skills:
- Dexterity-based - this is mostly a Sewing/Masonry crafter - pottery, leatherworking and tailoring, farming
- Strength-based - miner and blacksmith, not much else - you really benefit from stacking high strength for mining so no need to "multiclass"; the extra LP can go anywhere you like
- Agility-based - hunter/fighter with focus on outdoor activities - good to improve Perception and also act as a cook, in addition to foraging

But with attributes above ~150-200 and matching ability scores, the benefits from increasing them are minor, even if you soft-cap some crafted items.

The only tricky part is Jewelry (Psyche), but if you really have the supply and the market, and want to get involved in jewelry crafting and trade, you could always make an alt that eats Psyche food all day.
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Re: Who should do what?

Postby MagicManICT » Thu Apr 01, 2021 7:03 pm

meus wrote: Strength-based - miner and blacksmith, not much else - you really benefit from stacking high strength for mining so no need to "multiclass"; the extra LP can go anywhere you like

Masonry is required to not cap ores, but it is the only skill required for mining, so you are right in there's usually a lot of extra LP to spread out to other places.

meus wrote:The only tricky part is Jewelry (Psyche), but if you really have the supply and the market, and want to get involved in jewelry crafting and trade, you could always make an alt that eats Psyche food all day.

As long as you play it smart and don't run yourself up to 200 base STR fast without raising any PSY, you don't need a lot of PSY to make silver and gold items. I'd take a very rough stab and say 20 PSY for every 50-100 STR you get. Your STR and hammer/anvil qualities will usually be good enough to make up for the lack. Since jewelry quality is based on livestock and farming quality outputs (vinegar, suckling maws), the base quality doesn't go up as quickly as anyone would like.
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Re: Who should do what?

Postby Harthel » Thu Apr 01, 2021 10:18 pm

I don't like to have a bunch of alts, I just split all the roles in 2 personally:

A Hunter/Miner focused on Str, Agi, Con with UA, MC, Marksman, Masonry. They do all the hunting/mining/smelting/labor.

and then a Forage/Crafter focused on Dex, Psy, Per with Exploration, Sewing, Masonry, Carpentry, Farming, Survival.

There is overlap because for example: Masonry harcaps clay gathered but also hardcaps stone & ore mined. Smithing caps metal but also jewelry. (others in the thread have said as much).

I might even make a third alt that just eats all my extra crappy food, does labor, and does risky stuff like raid beehives.
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