Durability & Trade

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

Re: Durability

Postby Granger » Tue Jan 10, 2017 11:54 pm

Burinn wrote:no function other than stifling player interaction

Could you elaborate on this?

Asking since current permanent tools seem to have this function: get one and never need another one...
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Re: Durability

Postby Burinn » Wed Jan 11, 2017 12:04 am

Granger wrote:
Burinn wrote:no function other than stifling player interaction

Asking since current permanent tools seem to have this function: get one and never need another one...


Until you need to upgrade the quality of it. Which is pretty often. At end game if you've only got say 1,000 units of very high quality metal (if you're luck) and there's decay on tools you're not going to have a very good time after a month given the whole finite resource thing. Adding decay to something who is made from a very finite resource is just going to implement entropy to the game which seems like a horribly bad idea.


Granger wrote:
Burinn wrote:no function other than stifling player interaction

Could you elaborate on this?



If tools break, both the seller and buyer need them more often, IE an increase in demand. Prices will go up. Given the hand over fist prices of last work, even at the end of the game, for mediocre tools why would someone want to spend hours getting bluebells for a good hour or so of tool use when they themselves lack the raw materials to repair it. If it can be repaired with lower quality metal at the cost of an averaging of quality the rate at which you need a new high quality tool is reduced, sure, but how frequent you'd need to trade for it would be absolutely absurd.


I'm sure there's a way to do a mechanic similar to this. But in its suggested for it seems abysmal.
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Re: Durability

Postby whitepoint7 » Wed Jan 11, 2017 12:16 am

Burinn wrote:
Ysh wrote:I think jorb say that he do not like ''decay for sake of decay'' a few time in past.


If you like decay and tedium for the sake of decay and tedium, sure it'd be a "good twist".


''decay for sake of decay'' so why the houses and other stuff decay without claim then i would like to say but it will be very absurd so I pass . This is "mmo" if you are aware , thats means you dont need to every little thing yourself , interestingly crafting good tools maybe . If mechanic push it and it became to tedious for you , humanity create beautiful thing called trade . Which is the act or process of buying, selling, or exchanging commodities . BUT this is not a real life if mechanics doesnt push you to do it you will never do it ... Thats what i mean as a good twist . too tedious and boring to you , you may have point . but please dont put absurd reasons like ''decay for sake of decay".
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Re: Durability

Postby Ysh » Wed Jan 11, 2017 12:20 am

whitepoint7 wrote:''decay for sake of decay'' so why the houses and other stuff decay without claim then

For gameplay reason. When player stops playing, his lands must be reclaimed for next player.
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Re: Durability

Postby Burinn » Wed Jan 11, 2017 12:25 am

whitepoint7 wrote:but please dont put absurd reasons like ''decay for sake of decay".


If it were absurd, it wouldn't be the way durability on tools is described every two months it's suggested.

whitepoint7 wrote:''decay for sake of decay'' so why the houses and other stuff decay without claim then i would like to say but it will be very absurd so I pass.


No one owns them, they're effectively in the wilderness. Why wouldn't structures decay in the wilderness when they're un-owned? Moreover, having a bunch of buildings with soak that don't decay on their own littering the Heartlands would be great wouldn't it?


whitepoint7 wrote:This is "mmo" if you are aware , thats means you dont need to every little thing yourself


Are we playing the same game? Someone has to do it. "It's not tedious because you can just get someone else to do it!" isn't an argument.

whitepoint7 wrote: If mechanic push it and it became to tedious for you , humanity create beautiful thing called trade . Which is the act or process of buying, selling, or exchanging commodities . BUT this is not a real life if mechanics doesnt push you to do it you will never do it ... Thats what i mean as a good twist


No please, ignore the entirety of my previous post about how adding entropy the most scarce resource in the game is bad idea.




Just because something sounds like it could be cool, doesn't mean it is. If you don't want someone to critique a poorly formulated idea, don't post it in Critique & Ideas I'd suggest thinking on it some more.
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Re: Durability

Postby Granger » Wed Jan 11, 2017 12:34 am

In the years I spent in H&H my observation was that you can remove new players by giving them a set of HQ tools (roughly 80-100 above what they can make did the trick) which seems to destroy their will to continue quite effectively. My hypothesis is: by denying them the satisfaction of creating something better themselves the feeling of progression is lost.

Should the tools need upkeep (like sharpening from time to time, every some hours of useage, to get them up to speed again - or whatever argument and naming for the action) which in the process lowers the quality (very little in case you know what you're doing = at the level of the tool, 'a little' more in case you suck) this could make a difference. For one by removing the issue in the first paragraph, for another the issue with one of the sentences that really threaten capitalism: 'I have what I need and won't buy anything else'.
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Re: Durability

Postby whitepoint7 » Wed Jan 11, 2017 1:16 am

Burinn wrote:

If tools break, both the seller and buyer need them more often, IE an increase in demand. Prices will go up. Given the hand over fist prices of last work, even at the end of the game, for mediocre tools why would someone want to spend hours getting bluebells for a good hour or so of tool use when they themselves lack the raw materials to repair it. If it can be repaired with lower quality metal at the cost of an averaging of quality the rate at which you need a new high quality tool is reduced, sure, but how frequent you'd need to trade for it would be absolutely absurd.


I'm sure there's a way to do a mechanic similar to this. But in its suggested for it seems abysmal.


Like i said demand create opportunity like in real world , so tools demanded but at some point prices come to balance like in the real world , not to hard comprehend (like pushing q ,big faction go high q ,sell you stuff you create your stuff etc ) .. people are buying and selling high q tar right , someone (most likely in the big faction ) can offer repair too also i dont remeber i said " items should be decay " just take damage after used , higher q go longer so its not like I am asking you to trade every couples of hour , 2-3 week can reasonable if tool is used, same goes for weapon to .


Burinn wrote:Are we playing the same game? Someone has to do it. "It's not tedious because you can just get someone else to do it!" isn't an argument.



Yes we are but look like you dont know much of how economy work and sadly you want to play it like a coop multiplayer game looks like .. If you are up to doing every single thing yes you can do it but opening a little window for trade doesnt hurt that much . Yes you can let someone do it still doesnt hurt you ,it will be nice and good . also believe me creating a nice sink holes will be helpfull to economy of the game . No sink means stagnation and death of the economy at some point .

But I understand what do you mean , how "tedious" it need to be is problematic also how to repair mechanics work need some thinking . Well its up to dev like i said . Talking much more longer doesnt going to help because you are agaisnt it already . -eternal alpha- right .
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Re: Durability

Postby sMartins » Wed Jan 11, 2017 8:37 am

Idk exactly how to properly this could be done....but can you imagine this game with an economy/trade similiar to Eve? where raw resources are needed, etc...if you have a better idea feel free to discuss about.
I don't think it's decay for saking of decay, if properly balanced would be awesome.....I think trade need some boost in this game that almost everyone can partecipate.
As I wrote in the OP, tools will not be destoyed....they only will lose quality with the usage, then we need repair mechanics and whatever to properly balance this thing, but obviously there will be a hardcap based on your skills, so if you bought that tool you need to come back to the original crafter to repair it or buy a new one.
I think it will add a lot of depth....but again feel free to discuss better ideas if you have. Thx
P.S. Moreover I think a developed good trade is something that potentially can retain people in the game.
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Re: Durability & Trade

Postby jorb » Tue Jun 27, 2017 12:21 pm

I wouldn't mind some type of use-based decay on items -- armor already has that -- but I'm not in any rush to add it either.
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Add Tool Durability

Postby Omnipotent » Thu Apr 09, 2020 5:14 pm

Tools should break over time. It makes no sense to be able to abuse tools forever and never break. The tools should be able to win too
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