Credos feel terrible to obtain

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Credos feel terrible to obtain

Postby Valnar » Tue Apr 27, 2021 9:09 pm

I really love the idea of the credos and the unique bonuses some of them give. Specializing into some aspect of the game is very neat.

However, the current way to get Credos just feels terrible. I don't know if I'm beating a dead horse, am alone in this feeling or maybe something is already being worked on.

It's just the complete randomness of the quests that feels so bad. I could a quest that takes 10 minutes to finish, 2 days to finish, require me to skill up a lot more before being able to finish, etc.
My one choice with regards to progression, abandoning quests, compounds this feeling. Every world I remember this feeling once I start doing credos.

Do I abandon a particularly long quest, erasing my progress from the previous completed quest in order to get a chance at an easier string of quests or get absolutely fucked with same difficulty or even harder quests?

I just wish there was a more incremental progression to getting credos, even if on average it would take longer I think it would still feel better than now if there was some sort of predictability in difficulty.
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Re: Credos feel terrible to obtain

Postby DexCruz » Tue Apr 27, 2021 9:20 pm

Agree, each level of the credo should have different difficulty and stat reqs
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Re: Credos feel terrible to obtain

Postby shubla » Tue Apr 27, 2021 9:33 pm

I agree that the randomness is quite dumb, sometimes the quests are ridiculously easy, and may be for most of the credo, but sometimes its all just harvest wine x50 or such.

Also in general credo quests are just very very grindy and not too nice gameplay, like gem hunter quests were just larping some kind of gem courier between quest trees, not very fun nor engaging. I think there should be just less quests, and more interesting types, maybe some daily limit to how many you can complete a day or some such to prevent people from getting all credos at once.

I think some system like this would be good:

To progress on credo, you need X points.

First quest that you complete each day, give you 1 point, second and third are maybe 1/2 and 1/2, third, fourth and six are 1/3, 1/3, 1/3.

This way, if you are busy man but still want to get credos, you can complete just one or two quests a day, and make some progress, slowly, but get the credos with less work.

But if you play a lot and want to grind, you can make lot of quests to get credos faster.
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Re: Credos feel terrible to obtain

Postby jorb » Tue Apr 27, 2021 9:39 pm

I agree with a fair bit of the sentiment, fwiw.
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Re: Credos feel terrible to obtain

Postby Burinn » Tue Apr 27, 2021 9:44 pm

Credos are good right now, do NOT change them.
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Re: Credos feel terrible to obtain

Postby eliminator » Wed Apr 28, 2021 12:03 am

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Re: Credos feel terrible to obtain

Postby Southpaw » Wed Apr 28, 2021 12:47 am

The problem isnt with the credo system itself quest-wise, more the volume (less so now) and the range of the quests. I think realistically some just need to be culled/brought in line. Unusually demanding quests (tame for nomad, plant troll shrooms for gardener, mine silver/gold/black ore for miner) just need to be nuked or otherwise reformatted to not be an auto-abandon.
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Re: Credos feel terrible to obtain

Postby Archiplex » Wed Apr 28, 2021 12:56 am

Credos need an overall rework, or the quest mechanic does. I don't think they're as bad anymore due to the stage requirement being lowered- but that's like saying "this pile of shit is only half as smelly"

I love the idea of credos, i like a lot of the rewards. I don't like the current way they are set up, and I really dislike the tie-in to the quest mechanic on such a large scale.

If I were to remake it without adding any new different mechanics, and staying mostly within what already exists:

1. Create a whole lot more credos.
Credos are really cool and all, but some rewards seem binarily attached to certain things more than anothers; I think having way more would be good- especially serving as new little ribbons you can activate for your character. In this system, that can't work; but I think with the below changes they could
2. Remove the link between more quests per stage and credos completed.
Instead, tie the amount of quests required per stage to the credo 'tier' it is. For example, a tier 2 credo will require 1 or more tier 1 credos (This would include Farmer for example, but also Lumberjack; even though lumberjack requires multiple credos). Tier 3's need at least 1 tier 2, etc etc.
This creates a similar tier system to what we have, while maintaining earlier credos as being easier to do; it also allows certain credos to be 'hard' without being mandatory to do first/2nd (looking at you, mystic and fisherman).
4. Not all credos need 5 stages, not all credos need 5 bonuses.
This feels like a bit of a design trap that both forces the devs to try and come up with something fitting for a credo, while also adding a whole lot of 'filler' stages.
5. "Active" credos.
One of the bigger parts of having quests exponentially scale higher was simply to make it difficult for a single character to possess every single credo; If that's something you care to keep, you could have it so that you can only have a certain number of credos able to grant their benefits at a time, and that swapping between them is only possible every month or so.
That said, I don't really see the point of this, as the game already heavily incentivizes having a ton of alts, and having a lot of the benefits on a single character doesn't really feel that much more powerful than just having 4 alts, each with their own specialty; in fact, it's EASIER to do that than to do it on one character currently anyways. To reiterate, I don't think this is necessary or good, but credos seemed to want to punish a single character from doing them all, so...

Along with this, I'd probably move away from the "abandon quest to reroll" system and instead introduce something like the Ancestor's quests: When you're given a credo quest, you actually get 3 different quests- one of which progresses your credo forward, the other two of which merely reset the quest without putting you back in progress any. If you already have a way to determine quest 'difficult' you should (first off you should go through them and mark all the stupid 24hr curiosity quests as much much harder, same with experience x quests) have a bias for the primary quest to be harder than the secondary quests.
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Re: Credos feel terrible to obtain

Postby Agrik » Wed Apr 28, 2021 1:22 am

Southpaw wrote:plant troll shrooms for gardener
As a side thought, "plant troll mushrooms" doesn't look like a good quest for a gardener... honestly, it doesn't look like a quest for a gardener at all. The ability to plant a troll mushroom specifically isn't much of a gardening-related check. If one wants to check an ability to plant anything, it can be worded as "plant anything", while ability to plant something specific doesn't seem to be related to the skill of gardening, well, until this specific kind of plant is created by gardening.
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Re: Credos feel terrible to obtain

Postby ULGMsean » Wed Apr 28, 2021 12:40 pm

What if we have an option to choose between three different quest?
It still has the randomness to it, but at least we have a choice rather than abandoning and doing it again and again until we get a quest that we could actually do.

Or something like
first two options when completed will give one progression to the credo, easy quests but slower
then the last would be a hard quest that would give x amount of progression instead?
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