QoL: Wardrobers

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

Re: QoL: Wardrobers

Postby LadyGoo » Thu Oct 05, 2017 6:21 pm

Granger wrote:
LadyGoo wrote:
Granger wrote:Sounds like it would be a mechanic that is broken in similar ways as bonfires are.


Really? What if it would grant you the peaceful buffs? Crafting speed, harvesting speed, mining speed, charisma buff and etc.?

Just another scissor to open between factions and the rest, no thanks.
You do not see the forest behind the trees.
- opposing the factions and the rest of the playerbase, while they are the integral and essential part of the hafen's world;
- undermining the need for the meaning and end-game for the peaceful players.
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Re: QoL: Wardrobers

Postby Granger » Thu Oct 05, 2017 11:01 pm

LadyGoo wrote:You do not see the forest behind the trees.
- opposing the factions and the rest of the playerbase, while they are the integral and essential part of the hafen's world;
- undermining the need for the meaning and end-game for the peaceful players.

I think at times you don't even see the trees.

I suggest you spawn a new chacater and hermit with it for some months (without any cheating like giving it items or teaching it moves etc.) to get a feeling for how the game plays when you don't have a big production center catering to your needs.
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Re: QoL: Wardrobers

Postby ven » Thu Oct 05, 2017 11:38 pm

That's very disingenuous. While hermitting is a perfectly valid playstyle, both the premise and the mechanics of the game assume players will choose to live in groups.
A hermit has no right to demand equal footing with a dedicated group, raiders or not.

More broadly, this "can't implement this suggestion because factions/alts/bots" argument that so often shows up in C&I leads nowhere. Quality buffs (walking/swimming/harvesting speed etc) are the solution to this number-ridden game. Of course factions will benefit. So what? They are often assholes but they're also the groups who create community projects that will end up benefiting noobs and hermits.
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Re: QoL: Wardrobers

Postby Potjeh » Thu Oct 05, 2017 11:41 pm

The only logical thing to do with this system would be to have an alt for each outfit so you don't have to pay multiple times and waste time arranging meetings (which can easily take an hour). We really don't need more incentives for alts.

And if it's on logout, who the hell would want to play a profession that consists of dressing up other people all day? Sounds like a job fit for nobody but a bot.
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Re: QoL: Wardrobers

Postby ricky » Fri Oct 06, 2017 12:00 am

Logical option (and the option i feel Loftorb have already pursued) is to have a dedicated tailor who is your go to guy for actually putting gilds on things.

Might be in the game's best interested to make gilding more heavily infuenced by Sewing/Lore/Cha than it already is, and less so on teriarty abilities/attributes.

You arent going to have your suitmaker dress you, but he is going to make your clothes.
Your cobbler isnt going to put your shoes on, but he will make them.
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Re: QoL: Wardrobers

Postby Granger » Fri Oct 06, 2017 12:08 am

ven wrote:That's very disingenuous.

Feel free to have a different opiniton but please skip ad hominems.

While hermitting is a perfectly valid playstyle, both the premise and the mechanics of the game assume players will choose to live in groups.
There is a difference between the game enabling synergies in a group and completely breaking any balance (bonfire feasting as a prominent example).
A hermit has no right to demand equal footing with a dedicated group, raiders or not.

Neither does a faction have it to get mechanics that further boost them.

My point was and is that this kind of mechanic would worsen the gap between casual players and factions - I don't think that we need any more of this, imho quite the contrary would be better. Nothing against benefits for playing in a big group, but if these are no longer expressable as a percentage but need a multi-digit multiplication factor... something is wrong with the game mechanics.
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Re: QoL: Wardrobers

Postby LadyGoo » Fri Oct 06, 2017 8:13 am

Granger wrote:I think at times you don't even see the trees.
Funny stuff. It was not me who was forcing the 1 minimap distance between the villages which made the siege system even more abusable than it was before. Now you can get a multi-plot village impossible to raid with 1 idol only, instead of 10.

Granger wrote:I suggest you spawn a new chacater and hermit with it for some months (without any cheating like giving it items or teaching it moves etc.) to get a feeling for how the game plays when you don't have a big production center catering to your needs.
I perfectly know how it feels. Cheers, been playing this game since 2009.


Potjeh wrote:The only logical thing to do with this system would be to have an alt for each outfit so you don't have to pay multiple times and waste time arranging meetings (which can easily take an hour). We really don't need more incentives for alts.
And if it's on logout, who the hell would want to play a profession that consists of dressing up other people all day? Sounds like a job fit for nobody but a bot.
Pure speculations. People would act as the symbel-arrangers and it wasn't something bad or to complain about since it gave them meaning and purpose. You guys are completely undermining the human factor, reward, and socialization. You do not have to dress people all day long if the mechanics are adjusted / or need the alts. You are also ignoring the higher purpose and end-game factor for the peaceful crafters that reach their potential within half a year (latest) in the game and got nothing else to do.


My point was and is that this kind of mechanic would worsen the gap between casual players and faction

Factions will always be superior whatever the devs would implement. Gems? OMG, J&Lo are boosting the factions! Nabs don't have that much time to mine them and fight the slimes! Slimes?! Are you serious J&Lo?! You're boosting the factions all over! The noobs cannot spend that much time fighting them, while the factions will make fighter bots! :lol:

There is no such thing as a gap between the factions and the noobs. It's like saying there is a gap between the USA and the Ku Klux Klan. 5 people village won't ever be inferior to 1 hermit, no matter how much you would boost the little guy. But you can erase the need / motivation for the big and little guys interact with each other. Moreover, promoting fake equity in terms of resources, lands and etc. has already done its harm in terms of politics and inter-village relationships: without a shortage of resources, there is no reason for the conflict, trade or diplomacy. Consequently, lesser income for the devs, lesser long-term interest for the game, lower server populations and etc.
Last edited by LadyGoo on Fri Oct 06, 2017 10:09 am, edited 1 time in total.
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Re: QoL: Wardrobers

Postby Potjeh » Fri Oct 06, 2017 9:53 am

And you're ignoring the fact that uncapped stat growth is pure cancer. It should be removed, not buffed.
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Re: QoL: Wardrobers

Postby LadyGoo » Fri Oct 06, 2017 10:09 am

Potjeh wrote:And you're ignoring the fact that uncapped stat growth is pure cancer. It should be removed, not buffed.

And you are ignoring the fact that without the item sinks and the purpose for stats and eternal growth there is no reason to play after n-month. Adress this issue first, before whining about the stat caps.
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Re: QoL: Wardrobers

Postby Potjeh » Fri Oct 06, 2017 10:21 am

I have. Infinite grind is not a real endgame, it's just (badly) masking the lack of one.
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