Catch-up Mechanic: Natural Quality Trend

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

Catch-up Mechanic: Natural Quality Trend

Postby Popo13 » Wed Oct 12, 2016 10:44 pm

Consider having the quality of some* natural items grow as the world ages. This would allow players that aren't around at the start of the world, or players that have lost everything, a chance to get back in the game. My suggestion would be to have the items quality scale just slower than the average player can raise them casually.

*Not all items would have to be affected by this. Certainly items that are meant to be early game foragers with lousy late game value could stay at q10, or possibly scale at a slower rate. The resources to target with this change would be things like trees, which have a downstream impact on many other item qualities, and also take a long time for a fresh-starter to grow.


Another consideration would be to have quality nodes (soil, clay, water, etc.) continue to spawn as the world ages, with slightly higher potential base qualities. This would also give older players a potential new carrot.
Popo13
 
Posts: 28
Joined: Tue Sep 20, 2016 2:50 pm

Re: Catch-up Mechanic: Natural Quality Trend

Postby Jacobian123 » Wed Oct 12, 2016 10:46 pm

Would certainly defeat the purpose of the early game, players would just sit around without playing for a few months to allow for qualities to rise on various things, then get on once qualities hit about 30-50 or so and just use those because they'd be much more effective than q10 things.

Just my thought, decent idea for extending world life but I'm sure there are other ways of accomplishing it.

EDIT: Not saying the "hardcore" players wouldn't be on during those months. I'm pretty sure they'd do what they normally do and just rack up the qualities on various things extremely quickly, defeating the purpose of the system entirely.
Last edited by Jacobian123 on Wed Oct 12, 2016 10:51 pm, edited 1 time in total.
W3-W8 - Hermit
W9 - (Ex)-Leader of Vidarrheim

Image Image Image
User avatar
Jacobian123
 
Posts: 1311
Joined: Sat May 08, 2010 4:41 am
Location: The Inn of Brodgar

Re: Catch-up Mechanic: Natural Quality Trend

Postby Ysh » Wed Oct 12, 2016 10:50 pm

Jacobian123 wrote:Would certainly defeat the purpose of the early game, players would just sit around without playing for a few months to allow for qualities to rise on various things, then get on once qualities hit about 30-50 or so and just use those because they'd be much more effective than q10 things.

Just my thought, decent idea for extending world life but I'm sure there are other ways of accomplishing it.

This is still not better than play game for this months.
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: Catch-up Mechanic: Natural Quality Trend

Postby Popo13 » Thu Oct 13, 2016 8:10 pm

Jacobian123 wrote:Would certainly defeat the purpose of the early game, players would just sit around without playing for a few months to allow for qualities to rise on various things, then get on once qualities hit about 30-50 or so and just use those because they'd be much more effective than q10 things.


I strongly doubt that anyone would opt out of playing on a fresh world because of this. Players and play-times are at their peak during a fresh start. It's the months that follow that suffer, and that is exactly what this aims to improve.
Popo13
 
Posts: 28
Joined: Tue Sep 20, 2016 2:50 pm

Re: Catch-up Mechanic: Natural Quality Trend

Postby Granger » Thu Oct 13, 2016 10:37 pm

Slow increase of natural resources quality over time to bootstrap latecomers sounds like a good plan.

Question is how to determine the speed and level at which the quality should increase.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Catch-up Mechanic: Natural Quality Trend

Postby jorb » Mon Oct 17, 2016 10:32 am

I have considered similar mechanics, but it's a big topic.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Catch-up Mechanic: Natural Quality Trend

Postby Popo13 » Thu Jul 11, 2019 4:36 pm

Reviving suggestion topic from 3 years past as an alternative solution for the viability of foraging and encouraging players to leave their walls on occasion.

I will add a comment that foraging is exciting when the high quality nodes are still unknown at the start of the world. It might be more interesting if there was a reason to keep searching for nodes as they grow and change over time in the world. For instance, the current quality nodes could be expanded to have polynomial quality growth (or even decline), such that a node that is trending up or down in quality at a given pace (which players will inevitably determine after a few data points), may shift as time^3 or time^4 factors become more significant.

This way not only would players be encouraged to explore throughout the age of the world, but also late-comers might be able to leverage a high-quality node that was previously dormant. This might further encourage trade as well, or possibly even make moving or expanding one's kingdom more relevant.

Thematically, moving quality nodes would apply well to animals, as well. It's a shame that spotting a mammoth that you know is Q80 before you even kill it is so depressing.
Popo13
 
Posts: 28
Joined: Tue Sep 20, 2016 2:50 pm

Re: Catch-up Mechanic: Natural Quality Trend

Postby pppp » Thu Jul 11, 2019 4:45 pm

There is already such mechanics in place, quest rewards precisely.
pppp
 
Posts: 403
Joined: Sun Jun 20, 2010 7:30 pm

Re: Catch-up Mechanic: Natural Quality Trend

Postby Popo13 » Thu Jul 11, 2019 6:13 pm

pppp wrote:There is already such mechanics in place, quest rewards precisely.


The main difference being player-controlled, versus "natural". In other words, players don't have to explore and discover new nodes when they are the ones driving up the quality. It is quite a different mechanic, in my opinion.
Popo13
 
Posts: 28
Joined: Tue Sep 20, 2016 2:50 pm

Re: Catch-up Mechanic: Natural Quality Trend

Postby MagicManICT » Thu Jul 11, 2019 7:59 pm

pppp wrote:There is already such mechanics in place, quest rewards precisely.

That only raises over time. If I'm reading the post from Popo13 right, this is how nodes worked in legacy, so it's not completely foreign to Haven. There was also a lot of greifing of quality nodes, too, and a lot of complaints about it, which might have been why it went away. I don't think it applied for foraging quality, but clay, soil, and fishing nodes could be depleted down to q10, at which point the node would quit producing, and it'd take time for the qualities to come back up (1 point per 8 hours IIRC).
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 0 guests