Steel and Firebrands - because 'Fuck You'

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

Re: Steel and Firebrands - because 'Fuck You'

Postby viznew » Tue May 16, 2017 6:18 am

Granger wrote:
Silk
Maybe give the option to infect mulberry trees with worms for easy (without having to ferry the leafs around) generation of silk. Let hatching moths work like bats but only move between nearby mulberry trees so they could cycle silk on a group of mulberries on their own (kept in check population wise by the amount of leafs growing). Quantity will be lower as some fly away (or whatever lore you come up with) and quality also being reduced (for bullshit reason of the day like it rained on the silk, whatever works for you). This will be the beginners way to make silk of shitty quality, which should stay being shitty even with hq moths and trees.



ok my veiw on silk kinda changed, i love this one, and it should always produce fairly shitty silk, althou it does lowwer general silk value
ImageImage
User avatar
viznew
 
Posts: 1171
Joined: Thu Jul 07, 2016 1:34 am
Location: siletzia

Re: Steel and Firebrands - because 'Fuck You'

Postby 2d0x » Tue May 16, 2017 6:21 am

Grog wrote:...There are other people who like it...

Really?! Do you like getting silk or keep the fire in a crucible? I will specify: "like" or "I agree to tolerate"?
Excuse me, I don't speak English.
User avatar
2d0x
 
Posts: 782
Joined: Wed Dec 21, 2016 4:09 am
Location: Russia

Re: Steel and Firebrands - because 'Fuck You'

Postby Granger » Tue May 16, 2017 6:26 am

viznew wrote:
Granger wrote:
Silk
Maybe give the option to infect mulberry trees with worms for easy (without having to ferry the leafs around) generation of silk. Let hatching moths work like bats but only move between nearby mulberry trees so they could cycle silk on a group of mulberries on their own (kept in check population wise by the amount of leafs growing). Quantity will be lower as some fly away (or whatever lore you come up with) and quality also being reduced (for bullshit reason of the day like it rained on the silk, whatever works for you). This will be the beginners way to make silk of shitty quality, which should stay being shitty even with hq moths and trees.


ok my veiw on silk kinda changed, i love this one, and it should always produce fairly shitty silk, althou it does lowwer general silk value

While it might lower the general value of low quality silk, the only real application for it currently is merc robes (for the rest I presume you want quality). This could be offset by introducing more sinks for silk into the game (no need to make it the new bone glue, but...).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Steel and Firebrands - because 'Fuck You'

Postby jorb » Tue May 16, 2017 6:38 am

whiskeypete wrote:qq Jorb... I'm giving you monies, now I'm telling why Im going to stop. Do with it what you will...


No, you're making passive-aggressive commentary because you are frustrated with the game. Which is fine, and an honest form of feedback, but also not the most constructive spirit in which to begin a conversation?

It's all good.

Get rid of failed firebrands, let steel retain its completion as every other 'baked' product does. Problem solved.


Thanks for the suggestions!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Steel and Firebrands - because 'Fuck You'

Postby jorb » Tue May 16, 2017 6:41 am

Granger wrote:the silk cycle can run on it's own...a game that is able to modify the RL schedule of the players... it's an inherently evil meachnic to exploit.


http://progressquest.com/
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Steel and Firebrands - because 'Fuck You'

Postby Granger » Tue May 16, 2017 6:46 am

jorb wrote:
Granger wrote:the silk cycle can run on it's own...a game that is able to modify the RL schedule of the players... it's an inherently evil meachnic to exploit.


http://progressquest.com/


Especially as it won't be that effective (the way I suggested it) than to do the classical cupboard dance: Where exactly is your problem with moths->eggs->worms->cocoon->rinse&repeat being able to run as long as you fill leafs? I'm sure that you will come up with some fascinating failure modes (worms escaping eating other stuff, whatnot) to make it interesting ¦]

PPS: could you live with a setup where at least the herbalist table and the feeding is combined?

PS: with 'inherently evil mechanic' I refered to the use of shock nets (implemented as steel going out) in your Operant Conditioning Chanmber.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Steel and Firebrands - because 'Fuck You'

Postby Sevenless » Tue May 16, 2017 12:28 pm

I'd prefer to just see the silking liftable combo that fixes the timing. No need for cupboard dance, it wasn't fun for anyone that way. Hardcores can just have a billion of them as they do.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Steel and Firebrands - because 'Fuck You'

Postby iamahh » Tue May 16, 2017 12:52 pm

firebrand is easy if you master the art of alt+tab
iamahh
 
Posts: 1806
Joined: Sat Dec 12, 2015 8:23 pm

Re: Steel and Firebrands - because 'Fuck You'

Postby ChildhoodObesity » Tue May 16, 2017 2:16 pm

Granger wrote:Also please get rid of the currently available 'fuck yourself' opportunity by disabling taking out the wrought with shift-click/empty wheelbarrow.

yea this SUCKS nice firebrand ideas granger!! +1

also you have 12 whole hours after full fueling to fill it again and youve only gotta do it like 4x xd its not that bad!!!
User avatar
ChildhoodObesity
 
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

Re: Steel and Firebrands - because 'Fuck You'

Postby Aceb » Tue May 16, 2017 3:12 pm

whiskeypete wrote:Two absolutely useless mechanics that only cause frustration and add absolutely nothing to the game.

I'm home 10 minutes late from work so now I have to start my steel over again. Or maybe I'll just stop playing like the other 800 people that used to play but don't anymore.


It is about how to be right and wrong and the same time.

I've never had a problem with setting up silk production, despite being busy irl. Instead of YOLO stuff whenever You can, just plan it, how and when. In same case like You here, I often left myself a space of 1hour (if not more.)

Steel is A LOT EASIER MAINTAIN THEN SILK. Especially that You can refill it often enough, not like with Silk.





Best solution?
Make secondary structures for steel production, that takes 2x longer. Can't / Don't want to plan / afford, then just pay with time.
2x longer time would give You enough time to do shit in your own speed.


Give people a choice.
and gtfo from silk. It is as good as it is. I often find people complaining about it because they make it too big to maintain in X time for them.
I never had a problem and if life happened, it happened. Sometimes it does happen.
A quest for a hat. - W10
Image
Haven't spawned yet
User avatar
Aceb
 
Posts: 1830
Joined: Wed Jun 16, 2010 2:34 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Amazon [Bot], Claude [Bot] and 78 guests