Reworked Crafted Curio items to use RNG

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Reworked Crafted Curio items to use RNG

Postby ZantetsukenX » Wed Apr 15, 2020 1:39 am

Something I've thought about for a long time now is how shitty a good majority of crafted curios are since a majority of them are objectively worse than the items that go into making them. Something I think that would work to get around this, while still having some RNG/shittiness thrown in there, would be to change it so that it follows a formula using the parts put into it. Something like the end product of the combination of items will have an LP equal to a range of 50% to 150% of the total LP from the items used to craft it. Each time you craft one, it will roll the dice and spit out product that may be better or worse than the parts used.

As for the mental weight and the Time needed to fully learn the curio, that can be left static. Or if the devs want they can make some form of RNG forumla for it that they feel comfortable with.

Overall my wish is for a vast majority of the useless recipes in the game to actually have a use instead of just being a "build this once to get discovery bonus then never touch it again" recipe.
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Re: Reworked Crafted Curio items to use RNG

Postby Aceb » Wed Apr 15, 2020 1:51 am

A lot of them could be fixed with food system aka ingredients. Seer bones = crafted with lynx/bear exclusive bones = +50% to LP gain.
Seer stones? Different cloths or stones gives different +%!

There's a lot of potential just in that. And it would also require some more effort.
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Re: Reworked Crafted Curio items to use RNG

Postby bitza » Wed Apr 15, 2020 1:52 am

thats a cool idea but in the long run it will just end up the way it is now, there will be "good" curios and "shit" curios and "things that are shit but kinda not bad if you get the 150% crit" along with a resultant lack of predictability and another convoluted counter-intuitive system to confuse noobs
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Re: Reworked Crafted Curio items to use RNG

Postby loftar » Wed Apr 15, 2020 1:54 am

I don't think there's anything wrong with the resulting curiosities being worse than the sum of their parts. If you have an abundance of ingredients, it is quite obviously better to combine them into something that is better than each individual part, even if it's worse than the sum of them.
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Re: Reworked Crafted Curio items to use RNG

Postby Mario_Demorez » Wed Apr 15, 2020 1:59 am

loftar wrote:I don't think there's anything wrong with the resulting curiosities being worse than the sum of their parts. If you have an abundance of ingredients, it is quite obviously better to combine them into something that is better than each individual part, even if it's worse than the sum of them.

I don’t agree with the fix above in this thread but there might be a problem with some curios. Leather ball for example. Requires 36+ hours of production time and it’s one of the lowest lp/hr. Golden cat on the other hand uses a rock/cat gold/and slime to make one of the best curios in the game which takes maybe 20 minutes of searching to be able to make one?
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Re: Reworked Crafted Curio items to use RNG

Postby rye130 » Wed Apr 15, 2020 1:59 am

loftar wrote:I don't think there's anything wrong with the resulting curiosities being worse than the sum of their parts. If you have an abundance of ingredients, it is quite obviously better to combine them into something that is better than each individual part, even if it's worse than the sum of them.


Whats the thought behind the new spider+web curio being significantly worse than a spider than?
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Re: Reworked Crafted Curio items to use RNG

Postby Mario_Demorez » Wed Apr 15, 2020 2:00 am

rye130 wrote:
loftar wrote:I don't think there's anything wrong with the resulting curiosities being worse than the sum of their parts. If you have an abundance of ingredients, it is quite obviously better to combine them into something that is better than each individual part, even if it's worse than the sum of them.


Whats the thought behind the new spider+web curio being significantly worse than a spider than?


Gottem.
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Re: Reworked Crafted Curio items to use RNG

Postby ZantetsukenX » Wed Apr 15, 2020 6:09 am

I guess my mindset is more along the lines of "there are a lot of items in the game that you can literally ignore because it's a waste of time to collect them. How can this be fixed without causing pure power-creep?". Hence the idea being RNG with a chance of being worse. It'd be a way to sort of kill time crafting curios and saving the good ones while trashing the bad ones (or giving it to an alt/noob).

As for the whole "counter-intuitive for noobs" point... While that's true, it's not like the entire game itself isn't already full of counter-intuitive aspects so I guess I don't have much of a problem adding in something else as long as it gives the game more lasting power.
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Re: Reworked Crafted Curio items to use RNG

Postby Mario_Demorez » Wed Apr 15, 2020 7:51 am

RNG sucks.
Chance can be a real bastard.
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Re: Reworked Crafted Curio items to use RNG

Postby terechgracz » Wed Apr 15, 2020 8:48 am

Imho some curios are way too bad, like I'd never craft them because I have better and cheaper options that I could ez study 24/7, but bad curiosities should exist, if you have spare mental weight then bad curio is better than none.
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