Food spoiling.

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

Re: Food spoiling.

Postby sMartins » Mon Jul 31, 2017 1:33 pm

Massa wrote:why is this a bad thing

I'm not saying it's a bad thing, just saying that storing food forever is a bit too easy and retarded thing.
A game must not be efficient.
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
User avatar
sMartins
 
Posts: 3046
Joined: Wed Nov 11, 2015 10:21 pm
Location: Italy

Re: Food spoiling.

Postby LadyGoo » Mon Jul 31, 2017 3:44 pm

Fostik wrote:
LadyGoo wrote:- destruction of a major trading sector and increasing the pay gap between the nabs and factions. A lot of people used to make a profit by selling their food - universal and demanded currency.


Why?
Big fractions dont want to make tedious work with food that spoil fast.
So there will be noobs that will force tedious recipes to get slow-spoiling food, that will be sold to big fractions.
What pay gap between noobs and fractions are you talking about?


Big factions will find their way of making the food. Mind that they are always more efficient in production. If anything, it'll just cause the nabs to suffer: not all of them got time to play daily, or get enough food for sale in 1-2 days.

Pay gap is represented by what nabs can offer in exchange for high q things. They do not have high q things in most cases. The only things they can provide: food, raw metal for supports, precious metals, pearls, tokens and etc. Remove food from that line (food spoilage will prevent barter stand trading = easy offline trade = people with limited time cannot trade) and the nabs will have less options. Meaning, if you are not a miner or an explorer, you'd have to pay by real money for shiny new things. Enjoy farming and wanna buy that shiny new scythe? Forget it, go mining or hunt for pearls - this is what food spoilage provides.
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN

Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM

W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
User avatar
LadyGoo
 
Posts: 2767
Joined: Sat Jul 09, 2011 9:06 am

Re: Food spoiling.

Postby tyrtix » Mon Jul 31, 2017 4:26 pm

LadyGoo wrote:
Fostik wrote:
LadyGoo wrote:- destruction of a major trading sector and increasing the pay gap between the nabs and factions. A lot of people used to make a profit by selling their food - universal and demanded currency.


Why?
Big fractions dont want to make tedious work with food that spoil fast.
So there will be noobs that will force tedious recipes to get slow-spoiling food, that will be sold to big fractions.
What pay gap between noobs and fractions are you talking about?


Big factions will find their way of making the food. Mind that they are always more efficient in production. If anything, it'll just cause the nabs to suffer: not all of them got time to play daily, or get enough food for sale in 1-2 days.

Pay gap is represented by what nabs can offer in exchange for high q things. They do not have high q things in most cases. The only things they can provide: food, raw metal for supports, precious metals, pearls, tokens and etc. Remove food from that line (food spoilage will prevent barter stand trading = easy offline trade = people with limited time cannot trade) and the nabs will have less options. Meaning, if you are not a miner or an explorer, you'd have to pay by real money for shiny new things. Enjoy farming and wanna buy that shiny new scythe? Forget it, go mining or hunt for pearls - this is what food spoilage provides.



Yours are only speculations: there's nothing that tells us that spoiling food cannot be traded efficiently, also you fell into some logical fallacies, the first one was in the post before this, when basically you said that more demand makes less market (wich is the other way around in economy), the latter is that big factions are more efficient at doing things BUT still buy tedious things from nabs, and all of this is deterimental for the nabs themselves: if the big factions are better at doing things, the things that they buy from nabs are payed more than they're worth (factions pays with high end items for things that are easier for them to make), hence they're beign INEFFICIENT.
In fact, big factions often buys things that needs time and possibly are rare to acquire, and only if the rarity is given by random: ie foraged items. Rarely nabs can sell food except those that are vastly needed, like blueberries, because often the food they can acquire is low ql.

Ppl seems also to forget that this game indeed have a few mechanics in wich alting is brought in as a form of problem reduction from permadeath (devs tried to overcome permadeath firstly with inheritance, wich didn't work 'cause ppl just steal bodies and bring them into their bases, preventing players to get back their skills, and now with the new ko mechanic: they seems to know that permadeath in this kind of game may be not appreciated as many players says), but players, beign creative, have basically destroyed or overcomed all the difficulties related with permadeath, skill and stat progression and so on, with alting: what was thought to need months, now needs days. Devs added some form of contrast to this powerful alting, as some ppl probably uses even 5-6 different alts and keeps raising another 2-3 at any time, because this behaviour was not intended: ppl started botting then because not having physical time to use and manage all those alts (but they still make and keep them in an attemp to keep their high ground), and now keeps actively to ask simplifications in order to manage them, in form of QoL requests, like less stamina, less time needed to manage farms and animals, and so on.

Simply put: they cannot manage to stop this ouroboros, they will continue to grow more than intended and needed, then asks for the game to let them do this, and obviously all this is wrong.

Hermits and small communities won't have big problems if all of this will end abruptly, the only thing that will suffer, indeed, is the (too) big factions, wich won't have anymore the labour force they use to overdo, togheter with the botting they always use in many forms: in fact, nabs may have a better time while trading for a little less big item, but giving back NOT pearls and such, wich are also high-end, but maybe other items, as they can adapt to a 40-50ql pick instead of a 160ql.
User avatar
tyrtix
 
Posts: 1102
Joined: Wed Feb 19, 2014 12:54 am
Location: Leghorn

Re: Food spoiling.

Postby Fostik » Mon Jul 31, 2017 6:06 pm

azrid wrote:Only if I can store my raw foods on a snowy mountain top or deep within a cave.


https://www.youtube.com/watch?v=umDr0mPuyQc

p.s. your avatar is like pussy in panties.


LadyGoo wrote:Big factions will find their way of making the food. Mind that they are always more efficient in production. If anything, it'll just cause the nabs to suffer: not all of them got time to play daily, or get enough food for sale in 1-2 days.

Pay gap is represented by what nabs can offer in exchange for high q things. They do not have high q things in most cases. The only things they can provide: food, raw metal for supports, precious metals, pearls, tokens and etc. Remove food from that line (food spoilage will prevent barter stand trading = easy offline trade = people with limited time cannot trade) and the nabs will have less options. Meaning, if you are not a miner or an explorer, you'd have to pay by real money for shiny new things. Enjoy farming and wanna buy that shiny new scythe? Forget it, go mining or hunt for pearls - this is what food spoilage provides.



Gameplay will always build relations, where nabs will make dirty work to get some money, when big players will have access to big quality and cool things, to sell it for nabs for expensive prives. Remember any other MMORPG game, how it's markets works?
Developer's job is make game mechanics working for that - for my opinion. Spoiling is a way to make it.
Realisation of spoiling will decide gameplay between fractions and nabs. It's just a purpose.
Last edited by Fostik on Mon Jul 31, 2017 7:16 pm, edited 1 time in total.
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2242
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: Food spoiling.

Postby iamahh » Mon Jul 31, 2017 6:11 pm

why salemize haven when you can have the original at
http://www.salemthegame.com
iamahh
 
Posts: 1806
Joined: Sat Dec 12, 2015 8:23 pm

Re: Food spoiling.

Postby jordancoles » Mon Jul 31, 2017 11:18 pm

The idea is bad boys
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Food spoiling.

Postby Massa » Tue Aug 01, 2017 2:13 am

ideas like this always are

unless there's a gameplay reason or a way to bring the little guy closer to the big one, these ideas are fodder
ImageImage
ass blast USA
User avatar
Massa
 
Posts: 1621
Joined: Sat Jun 01, 2013 4:58 am
Location: the hams

Re: Food spoiling.

Postby jordancoles » Tue Aug 01, 2017 7:36 am

sMartins wrote:A game must not be efficient.

Lol
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Food spoiling.

Postby sMartins » Tue Aug 01, 2017 11:57 am

jordancoles wrote:
sMartins wrote:A game must not be efficient.

Lol

I mean the game design of course ...
For sure the code must be efficient to work properly, and it is, otherwise we were not playing the game.
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
User avatar
sMartins
 
Posts: 3046
Joined: Wed Nov 11, 2015 10:21 pm
Location: Italy

Re: Food spoiling.

Postby jorb » Fri Feb 02, 2018 1:21 pm

Wouldn't mind window of opportunity effects on certain foods, but don't want food spoilage as a general mechanic.
"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.

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], PetalBot [Bot] and 71 guests