Credo quest change thoughts

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

Re: Credo quest change thoughts

Postby Sevenless » Tue Nov 07, 2017 9:18 pm

While we're on the topic, it feels weird that tailor is locked behind farming to me. Ditto to a degree with blacksmith being locked behind lumberjack. Due to how stats in the game work, blacksmith pairs well with mining, but not so much with carpentry. Farming has a heavy LP investment as does tailoring but both in separate directions.

I kind of feel like lumberjack/tailor/blacksmith should all chain off a generic "craftsman" credo instead (with blacksmith also pairing off mining since those two tasks are almost always paired together by players ingame). In my mind it would make sense to make it one of the starting options, but to preserve the current difficulty balance it could be locked behind forager.

Oh, and I really like the concept. I get that they need tweaking, but they pair very nicely into self development/specialization that haven makes you feel good over. I know it doesn't solve all the problems out there, but it's a nice addition to the game imo.
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Re: Credo quest change thoughts

Postby DreadDawson » Tue Nov 07, 2017 9:32 pm

The reason why blacksmith needs lumberjack, is because for higher quality coal you need higher quality wood to burn. Personally I think it makes perfect sense, though your idea of a craftsman credo would also probably work.
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Re: Credo quest change thoughts

Postby Myrgard » Tue Nov 07, 2017 9:38 pm

For me the problem is that the creedo requirements often brake role-play.

Lets say that like me you have a char specifically dedicated to mining and sometimes hammering wrought iron - and nothing else.

This char wants quarryman, miner, smith and cave hermit, in that order, he doesn't care about anything else and doesn't do anything else even after he gets extra creedos.

The game demands that he gets 5 other creedo that have nothing to do with his lifestyle just because they are prerequisites. It's this design that drives me to suicide him time and again simply so that I could breeze past the useless credos at a fast pace and concentrate on doing what that char is intended to do.
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Re: Credo quest change thoughts

Postby Sevenless » Tue Nov 07, 2017 9:42 pm

DreadDawson wrote:The reason why blacksmith needs lumberjack, is because for higher quality coal you need higher quality wood to burn. Personally I think it makes perfect sense, though your idea of a craftsman credo would also probably work.


I agree that you need higher quality wood, but rarely is the blacksmith the one producing it. Usually it'd be the farmer, since they have the appropriate skills for producing the wood in the first place. I don't feel credos should force you into lines of work most people wouldn't do outside hermitages or 2-3 person villages. If it's about specializing your character, it shouldn't make you branch out in a way the game mechanics don't encourage you to.

But that's an opinion, maybe other people organize their skillsets differently than I do. (and without mey delving into role play, myrgard seems to have a similar line of thought that I do)
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Re: Credo quest change thoughts

Postby Kirche » Wed Nov 08, 2017 4:06 am

remove "experience a specific lore" quest, the experience system is fine when you're not dependent on it, but making it a requirement is frustrating, it could take weeks before you get it, and then you finally get it, only to get another one, it's bad design, and it's just an automatic abandon for me whenever they pop up.
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Re: Credo quest change thoughts

Postby ctopolon3 » Wed Nov 08, 2017 5:18 am

15 credos

fair way = 1200 quests total = ~120 days (~10quests per day)
abuse way = 150 quests + 15 suicides = 15 days + 7days to refresh char

imo one problem of second way : useless 10q char, no skills at first month
but then.... expand inventory, faster swim\jump\chop, +20%LP speed, +10% exp, +25%dmg, 15% dist dmg, Q++, quantity++, etc
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Re: Credo quest change thoughts

Postby Myrgard » Wed Nov 08, 2017 5:47 am

err you do know that often it takes days to complete a single quest -

Study x curio (sometimes x2) for 30+ hours
Harvest x crop or herb when you don't grow them... harvest 8 stalagoom - just a little over a week of waiting.
Get x experience - 5 min to ∞
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Re: Credo quest change thoughts

Postby ctopolon3 » Wed Nov 08, 2017 5:59 am

just abandon long quests (it all depends on lucky)
here is no so big penalty like in numen (50% of progress)
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