stat variation bonus for beast ring

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

stat variation bonus for beast ring

Postby tigerlrg245 » Tue Feb 20, 2018 4:32 pm

basically, like using different meat types in food recipes gives different feps, give the beast ring different bonuses depending on what animal bone it's from.
Boar could give the current str/agi, maybe chicken would give dex, bear give a lot of str, and so on.

It would be pretty neat to have in world start where rings aren't available yet and everyone will be wearing beast rings anyway. (or for new characters later before they get better rings)
Of course people would be switching from ring to ring depending on what they craft, but if every variation only gives one or two stats it wouldn't be as effective as a merchant ring, since you can only have two at the same time, so hopefully shouldn't be that exploitable. thoughts?
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Re: stat variation bonus for beast ring

Postby synaris » Tue Feb 20, 2018 5:29 pm

my first thought was "how in the hell will the game know what animal the bone is from?"

sure, there are some unique shit like boar tusks and deer antlers. but animals like badgers and rabbits dont give anything special that counts as bone material.

how are we and the game supposed to know which animal the bone is from? unless you want to change every bone item into "chicken bone" "fox bone" ect?
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Re: stat variation bonus for beast ring

Postby MrPunchers » Tue Feb 20, 2018 5:51 pm

I'm sure he was speaking of exclusively Fine Bones, such as Deer Antlers, Lynx Claws, and Wishbones. Giving it anymore stats than it already has with variable mats would seem a little op, seeing that the cost is 3 bones and a piece of string. Personally I think it should require something that is readily available but require more work to get, perhaps something from a quest? Would be a nice use for those holding leaves and rocks to be included in the ring, or some other new ring, idk.
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Re: stat variation bonus for beast ring

Postby tigerlrg245 » Wed Feb 21, 2018 8:03 am

synaris wrote:my first thought was "how in the hell will the game know what animal the bone is from?"

sure, there are some unique shit like boar tusks and deer antlers. but animals like badgers and rabbits dont give anything special that counts as bone material.

how are we and the game supposed to know which animal the bone is from? unless you want to change every bone item into "chicken bone" "fox bone" ect?


Yes, i meant fine bone. about half the animals in the game drop a unique one. any bird including chicken drops a wish bone.

MrPunchers wrote:Giving it anymore stats than it already has with variable mats would seem a little op, seeing that the cost is 3 bones and a piece of string.


I didn't say giving it more than it has. I said giving it different stats. currently it gives strength and agility, make one animal gave the current bonus, and others give equally good but different bonuses, nothing on top of what's already in the game.
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Re: stat variation bonus for beast ring

Postby Onep » Wed Feb 21, 2018 9:34 am

I don't know about this. I feel it does a good job as a base ring. If you want more advanced rings, I think you should have to work your way into the precious metals. The beast ring lets your access the hunting field easier, but it should not be a direct arrow to the crafting tree. For that, you need to hit precious metals.
There are plenty of gildings that make it more accessible in the quality game. Giving easy PZ rings, is just simplifying the tech tree, not advancing it.
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Re: stat variation bonus for beast ring

Postby jorb » Thu Feb 22, 2018 12:20 pm

Onep wrote:I don't know about this. I feel it does a good job as a base ring. If you want more advanced rings, I think you should have to work your way into the precious metals. The beast ring lets your access the hunting field easier, but it should not be a direct arrow to the crafting tree. For that, you need to hit precious metals.
There are plenty of gildings that make it more accessible in the quality game. Giving easy PZ rings, is just simplifying the tech tree, not advancing it.


This is a good counterpoint.
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Re: stat variation bonus for beast ring

Postby synaris » Thu Feb 22, 2018 12:22 pm

you could use a bit of metal, say steel to upgrade it into a "beast king ring". just saying.
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Re: stat variation bonus for beast ring

Postby MrPunchers » Mon Feb 26, 2018 5:28 am

synaris wrote:you could use a bit of metal, say steel to upgrade it into a "beast king ring". just saying.

Than it defeats the purpose of being a starter ring, no? Unless it outclasses other rings, than they just become obsolete, and adding something for novelty would be dumb.

Now with the only necks being pearl, bear tooth, and Heirloom/Rattle-Tattle/Batwing (make the heirloom give will or when you die you can inherit more for nabs or smth you dorks), having a variable mat neck would be pretty cool and potentially useful, but seeing necklaces that could also give small bonuses such as the beast ring does are already in the game, they could just give them stats instead of adding a new neck. Maybe Batwing is agi and/or stealth, rattle-tattle psyche, dunno just thoughts.
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Re: stat variation bonus for beast ring

Postby synaris » Mon Feb 26, 2018 10:12 am

how in the fuck does the ability to upgrade it with end game materials defeat its purpose as a starter ring? if you dont have steel, you cant upgrade it. so the the beast ring would be the starter ring, and the beast king ring would be on par with other rings that use in game material.
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Re: stat variation bonus for beast ring

Postby MrPunchers » Tue Feb 27, 2018 1:23 am

synaris wrote:how in the fuck does the ability to upgrade it with end game materials defeat its purpose as a starter ring? if you dont have steel, you cant upgrade it. so the the beast ring would be the starter ring, and the beast king ring would be on par with other rings that use in game material.

So you're saying that you would upgrade the ring with a piece of steel..? That's cheap comparatively but by the time you get such metals and goldbeater skins cost doesn't matter. I misunderstood your statement, though. What I was saying was that adding a new ring would be stupid because it wouldn't be used unless it was better than other rings, and then they would be obsolete, so in the end you just have everyone with slightly higher stats and a different ring.
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