Animal quality relative to size/other indicators

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

Make animal fighting stats based on animal Q

Postby DeadlyPencil » Thu May 04, 2017 4:01 pm

what if a 300q bear was actually 2-3x stronger than a 60q bear? I think that would be cool

you could also modify the model size of the animal based on its quality. So a 60q bear maybe would be 80% of the current size. and a 300q bear might be 125% of the current size. You could have "brackets" for animal sizes as well so some custom client cant calculate the exact q of the animal, they would only know its in a range from like 60q to 89q, then 90q to 159q, then 160q to 300q+.

This would also allow people to not have to kill every animal in sight to know the quality, they would be able to visually tell if the animal is strong or not.

because you cant really die anymore, I think making animals more dangerous would be cool. You could also increase the aggression of animals the "bigger" they are, while weak ones would be more timid.
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Re: Make animal fighting stats based on animal Q

Postby Sevenless » Thu May 04, 2017 5:42 pm

Should quality nodes for things like clay be visible as well?
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Re: Make animal fighting stats based on animal Q

Postby Avu » Thu May 04, 2017 6:09 pm

The visual indicators for nodes been requested only for years it's gonna come every day now...
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Re: Make animal fighting stats based on animal Q

Postby CSPAN » Thu May 04, 2017 6:13 pm

http://www.havenandhearth.com/forum/viewtopic.php?f=48&t=53972&p=715947#p715947

bro ima let u finish, but I had the best visual indicators for animal quality thread ever. period.
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Re: Make animal fighting stats based on animal Q

Postby CSPAN » Thu May 04, 2017 6:16 pm

Sevenless wrote:Should quality nodes for things like clay be visible as well?


Also, perhaps not for clay or soil, since these can be circumvented with bone clay and mulch respectively. But water would make sense, add clarity to water tiles, scaling from base quality being murky, and hq being clear, with a graphic of pepples n shit under the water.
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Re: Make animal fighting stats based on animal Q

Postby Sevenless » Thu May 04, 2017 6:18 pm

I know it would be convenient, but wouldn't it take a lot of the effort of finding nodes out? Custom clients could scan nodes as quickly as you can boat by and have huge areas of the world mapped in no time.

I'm asking from a game design perspective, not just a convenience perspective.
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Re: Make animal fighting stats based on animal Q

Postby CSPAN » Thu May 04, 2017 6:34 pm

It would be more convenient and a bit more practical. q50 nodes of water can be found plentiful anyways, it wouldnt change the game for the worse in my opinion. World gets mapped really fast anyways, and factions are just going to find an ez-pz q50 node and just hearth magic the bad boi to 80-100 after a few months.

It could perhaps incite more early/mid game conflict. But this idea is not something Im trying to cheerlead for, I just dont think visual indicators for especially good stuff is crazy. When Im hiking irl, I can look at water and think wow, that water is super clear, running through fine pepples/natural sand for filtration. Same for animals, bigger animals = more meat and get to this size from superior genetics. (or lack of preditors)
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Re: Make animal fighting stats based on animal Q

Postby Sevenless » Thu May 04, 2017 6:43 pm

Fair enough, I'm on the fence myself. I'm not convinced it's good or bad tbh, just not sure how it would impact the perceived effort/reward behind tracking down nodes for the average player.

Edit: But I think this conversation should be about all nodes and not just animals. Kind of an either or, I can't see any argument for enabling it for animals but not clay making sense.
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Re: Make animal fighting stats based on animal Q

Postby CSPAN » Thu May 04, 2017 7:50 pm

Well, I'm sure there indicators IRL for finding good clay. Correct me if I am wrong, but I think the best clay IRL is found at the mouth of a river.
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Re: Make animal fighting stats based on animal Q

Postby Sevenless » Thu May 04, 2017 8:00 pm

So long as it's immersive (seems like it fits in the haven world) it doesn't need to be realistic. Short of changing the way the game spawns nodes, I don't see how we could make a relistic indicator system. Still, I wasn't questioning how it'd be done. I'm sure it can be. I was really trying to answer for myself if it should be done. I'm still not particularly convinced it should happen, but I don't have solid arguments that it shouldn't either.

I personally like the low magic aspect of haven (which used to just be in description texts, but recently has been added to the world a bit more like the spirited mandrake and hearth magic). I'd probably make some suggestion along those lines, like little clay spirits appearing around high Q clay nodes.
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