Wrought Iron

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

Re: Wrought Iron

Postby DDDsDD999 » Tue Sep 18, 2018 3:54 am

Dakkan wrote:
Granger wrote:
ctopolon4 wrote:just add water into metal spiral, and remove crit from wrought iron. only wood, water and clay only hardcore


Fine with me - as long as the spiral on trees dies with it, together with endless crop increase.

Oh, and in case the hammer+anvil are turned into a hardcap.


You seem determined to ruin/end the game for many people. Most, no, all of the people who still play with me do so for the quality grind.

Granger knows low player count is a feature. When you realize this everything becomes clear.
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Re: Wrought Iron

Postby Granger » Tue Sep 18, 2018 9:27 am

Dakkan wrote:You seem determined to ruin/end the game for many people. Most, no, all of the people who still play with me do so for the quality grind.

Slight reality update for you: should a games 'endgame' be raising numbers then that game has none.

And no, I don't see low player count as a feature but as the result of the problems that stem from endless growth of the numbers.

Raising numbers is boring, it's way more fun to kill something that begs, cries and curses.
Hence in case you want a fun 'endgame' with hordes of PvP targets waiting for you to slaughter them... you need to make it palatable to them that they will be treated as mobs (at times, not constantly) - but the current 'endgame' approach of raise numbers is fully diametral to that.

In case you want a fun 'endgame' you need to make sure that the ones that currently are not on top have a sporting chance (with that I don't mean to wield the CC in the shop to buy tokens to trade for high end stuff) to get there, because shoudn't they (as currently, from how the H&H mechanics are structured) they'll quit out of it being pointless for them to continue.

Thus the spirals and endless crop growth needs to go.
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Re: Wrought Iron

Postby Aceb » Tue Sep 18, 2018 3:22 pm

Granger wrote:Thus the spirals and endless crop growth needs to go.


The numbers are best indicator on how someone's making a progress. That's how we work. Ofc. going from 100 to 10000000 is different that from 100 to 1000, but instead I would rather have a catch up mechanic, that allows newer players to come closer to best/top players, so they have a decent enough chance to put up a fight in case of, instead of being stomped.

Like, best flax in the world is 1000. I just started a game, found 40q flax seed from WWW. up to 200% bonus in quality gain in case of me being behind greatly. (the closer You get to "best" the lower bonus is there).

3 stages of bonus grow towards top stuff:
Taking as an example of 1000q seed:
Stage 1: If newbie Q seed is 61,8% below (example 618), player gains x2 quality bonus rise + quality will always rise by 2
Stage 2: If newbie Q seed is higher than 61,8% (618), player gains 1,5x quality bonus rise + quality has a chance to drop (-1) or do not change (0)
Stage 3: If newbie Q seed is only 15% worse than topQ, player do not receive any bonus, everything works as instended, so topq still have their advantage of an old player above new player, but it is not a total domination


Seeing 3k after almost 2 years isn't that bad but, I could eventually opt for a slight nerf to Q rising.
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Re: Wrought Iron

Postby ctopolon4 » Tue Sep 18, 2018 3:55 pm

problem is in not infinite number raise, problem - metal spiral easiest one (with crit)
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Re: Wrought Iron

Postby MagicManICT » Sat Sep 22, 2018 2:39 pm

Aceb wrote:The numbers are best indicator on how someone's making a progress.

That's so much horse shit, I should have worn my waders to moderate the forums today. :roll:

It's an MMORPG. It's open world. Here's how you measure your progress:
1. Tempt fate. Taunt your neighbors. Start a fight.
2. Egg it on over a few weeks.
3. Whoever lives is obviously the one that made the most progress. Victory!! (for somebody, at least)

ctopolon4 wrote:problem is in not infinite number raise,

It's like inflation. You just don't notice it because you exist inside the existing economy. Ideally, permadeath has a built in "slow down" button via character death. The problem is it doesn't slow down the village machine, just resets a character here and there. I might lose a titan fighter, but the village infrastructure that gave me 10k stats is there, and if we were prepared, will get me right back in fighting shape in a week or less. Hell, at 10k stats, with full burial, I could die 4 or 5, or maybe even 10 times, before I was nerfed enough to be irrelevant in a fight.

10k or whatever the top values are right now. Wouldn't surprise me if it was 20 or 30k after the truffle introduction.
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Re: Wrought Iron

Postby vatas » Sat Sep 22, 2018 5:11 pm

I feel like the entire metal system should be remade, but I won't claim to know how it should be done.

On slightly related note, I kind of liked the Salem's Wrought Iron system. Of course it sucks if you're trying to be a Hermit but once you figure it out and have friend or two, you can turn all your Pig Iron into Wrought Iron without RNG.
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Re: Wrought Iron

Postby DDDsDD999 » Sat Sep 22, 2018 6:29 pm

vatas wrote:I feel like the entire metal system should be remade, but I won't claim to know how it should be done.

I kinda like the idea of anvils and hammers not raising quality of all items so everyone spirals those, but instead you would need to spiral the metal you use to make each item like swords and battle axes. Sorta make each individual item important, rather than the production facilities alone. That way a hermit could try to squeeze out one decent sword, and factions would have to spiral a lot more to equip everyone. But that would take a lot of balance changes, and I doubt jorb could work it out to not be terrible.
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Re: Wrought Iron

Postby Granger » Sat Sep 22, 2018 7:36 pm

DDDsDD999 wrote:But that would take a lot of balance changes, and I doubt jorb could work it out to not be terrible.

You're implying we currently have a balance, given how inflated this world is?

Apart from that, I think he is well able to do it - given he uses all the tools at his disposal. And with this I refer to setting the goalpost (what should be the reachable numbers), defining fixtures (mechanic x will be changed to y, like hard- instead of softcap for tools, and will not be debatable) and then actively moderating the discussion (over a reasonable timespan, this won't be done in a day or even a week) with his users to get the most and best feedback he's able to squeeze out of us.

But yes, I share your fear that he'll go know it all and we'll have to deal with another world filled with clusterfuck grade broken mechanics.
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Re: Wrought Iron

Postby ctopolon4 » Sat Sep 22, 2018 9:38 pm

just remove crit chance or add weekly timer to it. like any other materials have.
ive made img to clear it
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forgot about treeplanter's table (same like compost -glue + flax (week timer))
and forgot about pot -> clay -> potter wheel -> rope -> flax (week timer)

P.S. mb not 0 but 15min timer against 3-7 days (depends on kingdom bonuses)
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