Correct axe from a toolbelt

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Re: Correct axe from a toolbelt

Postby Vigilance » Mon Apr 13, 2020 9:45 am

jorb wrote:
loftar wrote:
shubla wrote:Good idea, woodsman axe should be prioritized as a primary axe, metal axe/b12 as secondary etc.

Until that time the stone axe is of much higher quality and you want it to be used instead. I don't think the game should try to make those choices for you, rather just put the one you want to be used in the toolbelt.


Pretty good case for this, tbh. Do what I mean is easier said than implemented.

please read my post and promptly reconsider that statement even if my post sets a specific niche exemption.

system shouldnt go as far as "pick most optimal tool," only "pick a fucking sensible tool."
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Re: Correct axe from a toolbelt

Postby vatas » Mon Apr 13, 2020 10:01 am

jorb wrote:
loftar wrote:
shubla wrote:Good idea, woodsman axe should be prioritized as a primary axe, metal axe/b12 as secondary etc.

Until that time the stone axe is of much higher quality and you want it to be used instead. I don't think the game should try to make those choices for you, rather just put the one you want to be used in the toolbelt.


Pretty good case for this, tbh. Do what I mean is easier said than implemented.

I'm not a programmer but to me it doesn't sound too hard to implement following priorities:
  • Woodman's>metal>stone when felling a tree or chopping blocks.
  • Simply the highest-quality sharp tool when butchering.

I admit that when it comes to saws, the game has no idea of telling if you want quality over quantity unless you add an entire toggle for it like some people suggested.
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Re: Correct axe from a toolbelt

Postby MagicManICT » Tue Apr 14, 2020 5:50 am

vatas wrote:I'm not a programmer but to me it doesn't sound too hard to implement following priorities:
  • Woodman's>metal>stone when felling a tree or chopping blocks.
  • Simply the highest-quality sharp tool when butchering.

It's actually very easy as long as priorities are well defined. You have an action--chop a tree--and want to pick the best tool: woodsman's axe > metal axe > stone axe. Mining, butchering, splitting blocks, and others aren't so well defined as you need to consider quality. In these cases, maybe it's best to just say "best quality," but it'd be annoying as hell to the game "equip the q140 stone axe to mine" when your q50 pick axe is more than good enough in quality, or you need the pick axe to penetrate the rock where as your slightly better quality stone axe won't. There's just several scenarios where it can and will be "wrong" to just assume this is what the player wants.

This, I really think, is something for clients to tackle. I think there could be an interface where you could have a list of actions and drag and drop a tool into a box so that the client picks that tool out of the belt as priority. Maybe you could even define some limits. If you inspect a carcass and it comes back as q200 the client would pull your best quality tool, say a q90 bronze sword, but if it comes back as q75, it'd get your q80 butcher's cleaver.
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Re: Correct axe from a toolbelt

Postby Hasta » Tue Apr 14, 2020 9:51 am

MagicManICT wrote:This, I really think, is something for clients to tackle. I think there could be an interface where you could have a list of actions and drag and drop a tool into a box so that the client picks that tool out of the belt as priority. Maybe you could even define some limits. If you inspect a carcass and it comes back as q200 the client would pull your best quality tool, say a q90 bronze sword, but if it comes back as q75, it'd get your q80 butcher's cleaver.


You're overthinking it. That should be a problem for custom clients to deal with, but a toggle and a checkbox list should be enough - "always best quality tool", "always the fastest tool", and a checkbox list for activities to except (i.e. use reversed toggle).

Example: "always best quality tool", exceptions: "chop trees", "destroy stump" (these actions will use the fastest tool). Or: "always the fastest tool", exceptions: "butcher", "skin", "clean", "split" (these actions will use the best quality).

A second checkbox list with tools blocked for autoswitching will probably make miner's life easier as well. In the second example above you select "blocked" for butcher's cleaver, so you butcher animals with the best quality tool by default, but for fast mass-butchering you equip a cleaver manually and make a bloody mess.

It really looks more complex when you explain it, but that'll make for a nice and organised options submenu =)
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Re: Correct axe from a toolbelt

Postby AtoB » Tue Apr 14, 2020 10:38 pm

MagicManICT wrote:This, I really think, is something for clients to tackle. I think there could be an interface where you could have a list of actions and drag and drop a tool into a box so that the client picks that tool out of the belt as priority. Maybe you could even define some limits. If you inspect a carcass and it comes back as q200 the client would pull your best quality tool, say a q90 bronze sword, but if it comes back as q75, it'd get your q80 butcher's cleaver.
At that point it would be simpler to automate all of it (the whole game) in one go.

Request is QoL for humans who play the game. The ability to toggle between quality and quantity should be plenty, compared to the (effectively, after some actions) nondeterministic behavior we currently have with more than one tool in the belt.
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Re: Correct axe from a toolbelt

Postby loftar » Tue Apr 14, 2020 11:11 pm

vatas wrote:I'm not a programmer but to me it doesn't sound too hard to implement following priorities:
  • Woodman's>metal>stone when felling a tree or chopping blocks.
  • Simply the highest-quality sharp tool when butchering.

What when we have different axes that differ in such metrics as chop speed, chop stamina, chance of getting splinters, amount of materials preserved from trees, &c.? Sure, we don't have that now, but I wouldn't want to limit our options of implementing such things in the future just because we've gone down a path where every mechanic needs to implement a tool prioritization system.
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Re: Correct axe from a toolbelt

Postby Hasta » Tue Apr 14, 2020 11:24 pm

loftar wrote:What when we have different axes that differ in such metrics as chop speed, chop stamina, chance of getting splinters, amount of materials preserved from trees, &c.? Sure, we don't have that now, but I wouldn't want to limit our options of implementing such things in the future just because we've gone down a path where every mechanic needs to implement a tool prioritization system.


Yeah sincerely suck off at this point. Make the things we have now convenient, don't theoritise about things we don't have being inconvenient.

Also, check my previous post, all your concerns would be soolved with adding a few variabls to the list.
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Re: Correct axe from a toolbelt

Postby loftar » Tue Apr 14, 2020 11:27 pm

Hasta wrote:Also, check my previous post, all your concerns would be soolved with adding a few variabls to the list.

You mean there should be options in the UI to choose between all the various metrics for all the various mechanics? No way.

Hasta wrote:Yeah sincerely suck off at this point. Make the things we have now convenient, don't theoritise about things we don't have being inconvenient.

Maintainability is and always will be the highest priority. Switching tools manually (or just putting your toolbelt in order) isn't that big of a deal.
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Re: Correct axe from a toolbelt

Postby Hasta » Tue Apr 14, 2020 11:31 pm

loftar wrote:
Hasta wrote:Also, check my previous post, all your concerns would be soolved with adding a few variabls to the list.

You mean there should be options in the UI to choose between all the various metrics for all the various mechanics? No way.

Hasta wrote:Yeah sincerely suck off at this point. Make the things we have now convenient, don't theoritise about things we don't have being inconvenient.

Maintainability is and always will be the highest priority. Switching tools manually (or just putting your toolbelt in order) isn't that big of a deal.


I have exactly 3 letters to answer that politely: QoL.

No, this is not a gamebreaking bug that uproars the whole community;
It is not a PvP issue that would attract your most experienced penis-devourers to back it up;
It is not a "number one priority"
But.. you know, that would be nice =)
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Re: Correct axe from a toolbelt

Postby loftar » Tue Apr 14, 2020 11:37 pm

Hasta wrote:But.. you know, that would be nice =)

I don't deny that, I'm just saying that I don't consider it worth the complexity that it would entail. I do have the maintainability of the code to consider as well as the convenience.

In addition to that, though, if I were to have three axes in my toolbelt to pick between for different situations, I would much prefer to just pick one of them manually and equip it instead of dicking around in the preferences window to indirectly cause the toolbelt to correctly auto-pick the one I'm after. "Do what I mean"-style mechanics only rarely end up not hitting their mark very well.
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