Gilding is flawed

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

Re: Gilding is flawed

Postby vatas » Fri May 06, 2016 6:49 am

My opinion is that gilds should be way to improve the stat gains, not be sole source of them.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
User avatar
vatas
 
Posts: 4891
Joined: Fri Apr 05, 2013 8:34 am
Location: Suomi Finland Perkele

Re: Gilding is flawed

Postby Archiplex » Fri May 06, 2016 8:34 am

The only thing I disagree with is clothing QL impacting gild value

Clothing should stay as a softcap while gild values are sitll based on the gilds themselves

Otherwise, I like this a lot.
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: Gilding is flawed

Postby Potjeh » Fri May 06, 2016 9:40 am

Agreed on all counts, current gilding is shit and only serves to promote linen bots a LOT more than village claim expansion.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Gilding is flawed

Postby Zeler » Fri May 06, 2016 9:44 am

I like the idea of rare gildings very much.
User avatar
Zeler
 
Posts: 1484
Joined: Thu Apr 14, 2011 2:09 pm

Re: Gilding is flawed

Postby DeadlyPencil » Fri May 06, 2016 3:59 pm

I like preset # slots better than random, also being able to remove a gild to replace with a better one is nice. the # of guilds is pretty disappointing, some are also ridiculously good while others are terrible. those tree leaves for example are overpowered.

I think q of the item should affect the multiplier. you didn't really talk about that.
DeadlyPencil
 
Posts: 920
Joined: Sat Nov 21, 2009 12:17 am

Re: Gilding is flawed

Postby higherark » Fri May 06, 2016 10:35 pm

Some small amount of RNG does spice things up, but I think I agree that the current amount of RNG is just annoying. Quality, skills or some equivalent form of progression should have an impact on the final result of the gild. Any system should be accessible by newbies but only mastered by experienced players. This is a great attempt at bringing equipment into a more reasonable range. The only worry I have is that it should not be "cookie-cutter" that is, it should not be encouraging only certain items to be used with certain equipment.

The current gild system actually does have this problem, it just manages to somewhat cover it up by throwing in RNG. Making entire houses filled with straw hats is annoying and ridiculous, but I will say that having RNG does help to diversify gear. Perhaps some RNG in the form of small additional bonuses being triggered once certain conditions are met.

A linen shirt with a "critical success" would, provided it is paired with other critical success gear, enable stat boosts. Combined with a straw hat this could enable cooking boosts, or combined with pants it could boost sewing, and so on.

Just some thoughts. +1 to this
Ingame: Kingtrin
W3-7 Hermit Supreme
W8 Seargent Derp: The Un-kinned Kinslayer, New Brodgar
W9 Lieutenant Sprucecap: Militia Commander, New Brodgar
W15 Satellite Hermit: Whatever Bay
W16 City Slicker: Whatever Bay
User avatar
higherark
 
Posts: 80
Joined: Sat Apr 28, 2012 8:54 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Dotbot [Bot], Trendiction [Bot] and 88 guests