Changing the treeplanting system

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Changing the treeplanting system

Postby Archiplex » Wed Jun 01, 2016 1:34 am

Tree planting sucks. A lot. Significantly more so than anything else I'd wager (in terms of results gain and the mandatory-ness of it)

Naturally, this would be something for next world, but I have a few outlined ideas and points

Here's my complaints:
1.All trees start at a baseline of 10. Virtually nothing else does this (Silk can be found in qualities, So can ore, and crops and so forth, the only other exception is tamed animals.)
2.Trees take a long time to grow (fine), but every growth stage runs a risk of death without reaping real benefits.)
3.Tree resource regrowth is based off decay, which is RNG based. You have to wait until your tree is hit with a decay/growth tick before recollecting resources off of it.
4.An arbitrary system exists where you must grow the biome for the tree for them to grow faster (this is only an issue the first time you grow a tree)
5.There is no point in most different trees due to the effort required. You grow one for boughs, one for wood/bark/sticks and then the rest for their specific resources (apples, mulberry leaves, etc)
6.STUNTING. WHY.

And, the best ways I see of fixing them
1. Easy, add variable quality nodes for all trees.
2. Don't change this, risk/etc is fine.
3. Set resource replenishment to be based off the trio of qualities. Vitality affects speed of replenishment, Substance affects the amount of replenished goods. Essence affects the maximum it can keep stockpiled.
4. Remove this, flat out. People will set the biome within the first wave of trees.
5. Add a more visible difference between tree types- or more distinct uses for the bough types and such. Not really a big issue.
6. Add a 'care' system to trees similar to animals. "Healthiness" of a tree dictates the chance to stunt every time it grows, and must be maintained by doing tasks.
7. A new thing, add "lifespan". All trees die eventually, and this should be based off vitality. After a certain amount of replenishes, the tree begins to decay and replenishes slower and less amounts, until it withers and dies.

The big one is 6.

Basically, have tiny animals/bugs in the world that sometimes fly over walls or barriers (bugs, not animals) and attack trees. You simply have to shoo them every now and then, otherwise the healthiness of a tree goes down, and thus the chance for it to stunt occurs. Certain trees could have a stronger healthiness than other trees (and be more attractive to grow), and other trees might grow faster but have a lower healthiness, etc. It's not something that should occur a lot (perhaps a chance for an event to happen to the tree every ~8-16 hours), but when it does occur, it should be handled lest the tree come closer to death.
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
Archiplex
 
Posts: 1351
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: Changing the treeplanting system

Postby Glorthan » Wed Jun 01, 2016 1:47 am

Based on 3:
It would be nice if less active places had equal decay ticks as well, based on a rough timestamp delta between map loads. As is decay only happens when the tile is loaded, making less active areas decay extremely slowly.
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Re: Changing the treeplanting system

Postby Archiplex » Wed Jun 01, 2016 1:49 am

Also, since the issue seems to be based upon server load- simply have natural trees be an exception to the rules.

Natural trees never die, and replenish very slowly.
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
Archiplex
 
Posts: 1351
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: Changing the treeplanting system

Postby Ysh » Wed Jun 01, 2016 2:05 am

Archiplex wrote:Basically, have tiny animals/bugs in the world that sometimes fly over walls or barriers (bugs, not animals) and attack trees. You simply have to shoo them every now and then, otherwise the healthiness of a tree goes down, and thus the chance for it to stunt occurs. Certain trees could have a stronger healthiness than other trees (and be more attractive to grow), and other trees might grow faster but have a lower healthiness, etc. It's not something that should occur a lot (perhaps a chance for an event to happen to the tree every ~8-16 hours), but when it does occur, it should be handled lest the tree come closer to death.

I will rather deal with numerous problem of current system than shoo this bug.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Changing the treeplanting system

Postby APXEOLOG » Wed Jun 01, 2016 6:50 am

Actually i cannot say that treeplanting system sucks. Like any good mechanics it requires some knowledge and work to deal with it. Of course there are many ways to make it easier (increase regen, reduce fail chances, etc etc) but i'm not sure that easier means better.
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
User avatar
APXEOLOG
 
Posts: 1296
Joined: Fri Apr 23, 2010 7:58 am
Location: Somewhere on Earth

Re: Changing the treeplanting system

Postby Granger » Wed Jun 01, 2016 7:42 am

Replacing the completely stopping the growth on stunting with a reduction to growth speed (which could be a bit more random initially to make a tree farm visually nicer) and a better system to regrowth than decay and it'll be fine.

In case we need a fail case: tree turns into mirkwood should it die.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Changing the treeplanting system

Postby Arcanist » Wed Jun 01, 2016 7:54 am

Glorthan wrote:Based on 3:
It would be nice if less active places had equal decay ticks as well, based on a rough timestamp delta between map loads. As is decay only happens when the tile is loaded, making less active areas decay extremely slowly.


Decay wasn't like this in legacy. Decay only hits when the map is loaded, but decay ticks act on random server tiles at the same time.

Pretty sure..
User avatar
Arcanist
 
Posts: 2664
Joined: Mon Mar 19, 2012 2:01 pm

Re: Changing the treeplanting system

Postby sabinati » Wed Jun 01, 2016 8:15 am

the only thing i dislike about treeplanting currently is that it takes so much time and energy to chop trees down.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Changing the treeplanting system

Postby Hasta » Wed Jun 01, 2016 8:30 am

sabinati wrote:the only thing i dislike about treeplanting currently is that it takes so much time and energy to chop trees down.

This.

As for most of comments that could be easily defined as "whining": you're growing a fricking tree. Not a carrot. Not a beetroot. Not even a pumpkin. Put some elbow grease into it.
User avatar
Hasta
 
Posts: 1937
Joined: Sun Sep 14, 2014 3:27 pm

Re: Changing the treeplanting system

Postby Vert » Wed Jun 01, 2016 8:37 am

i always forget to chop trees for 90% at the start to check is it working. So is it working?
Vert
 
Posts: 250
Joined: Thu Nov 10, 2011 6:59 am

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot] and 100 guests