Boredom and sane Satiation for Curiosities and Food

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

Re: Boredom and sane Satiation for Curiosities and Food

Postby ricky » Tue Oct 02, 2018 7:23 pm

cool idea. Like everything in haven, it should be about quality not quantity. unfortunately its way too easy to get a large quantity of high quality.

I really like the idea, but i'm 100% certain the minmaxers would cycle through 100s of cheap curios and foods to earn their optimal output again. If curios/foods were somehow weighted differently than just "per item" i feel it'd encourage variety instead of 1 good/100 fast and bad. perhaps curio boredom based on size, MW, or time studied, and food based on something else?

also a straight 10% debuff is draconian. perhaps a stackable % debuff based on how many of each you've consumed. 3 curios = 1% for 1 + 2% for 2 and + 3% for 3 for 6% total.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby MagicManICT » Tue Oct 02, 2018 10:53 pm

Granger wrote:
dafels wrote:Satiations should be removed altogether, hunger bar timegate should be made relevant just like it was in world 8 and salt should have a debuff the more you use it

Wouldn't solve the problem of not starting at the beginning (or having an accident) ending your ability to compete.
This suggestion (in concert with needed nerfs to quality explosion) would make starting later in a world feasible as it would slow down characters the more they develop, so a new one could reach their levels (or at least get near enough to make the difference neglible).

Food, curios, and quests all need serious balancing. They just don't work on the curve sqrt(x/10). There are too many multipliers in the game and some sensible rules of "diminishing returns" need to be implemented.

Simplifying the math along with reasonable balance changes would go much further than any convoluted system.

I'm with dafels and the others on this. Get rid of satiations; don't add the same thing for curios. (It was one of the first big changes that turned me completely off of Salem.) Make a system complex with depth, not complications and strange edge rules.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby MooCow » Wed Oct 03, 2018 4:46 am

First off, the FIFO mechanic is a good system.
  • Easy to understand. If people cant understand the system, it is worthless.
  • Slowly increases in complexity. A system should complicated to keep people interested.
  • Highly Impactful. If the system doesn't do anything, then it shouldn't be in the game.
  • Has gameable elements. The player should be able to interact with the system, and it have impacts with reasonable effort.
It is defiantly worth trying, assuming another system isn't coming soon.

However I have concern about a couple details.
  1. There is a strange notion with some of the form regulars that the infinite grind and/or huge stats are a bad thing. This is not true. There are lots of games which the only goal is getting the biggest numbers. All of those examples have large healthy player bases. I would go into this point further, but it really deserves it's own topic.
  2. How do you prevent the system from becoming so cumbersome people just ignore it? Lots of players will avoid taming and steelmaking because they find it too much bother.
  3. Overhauling both the LP system, and the FEP system at the same time would be a terrible idea. Doing them both with the same system is even worse. Both aspects would suffer from the same unexpected flaws and could make the game completely, not just half, unplayable
  4. The System needs to be adjusted so that it makes players feel good about playing right. If the best possible outcome is not being penalized, players will be unhappy with the system. Communicating that they are doing well is important.
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Re: Boredom and sane Satiation for Curiosities and Food

Postby Granger » Tue Feb 05, 2019 3:58 pm

An update:

It's a bit dated of an post as satiations can't be eathen through anymore (as of world 11), but the general idea should still be sound.
As we all like being positive the pig should be dressed up nicely through turning the labels around, making it a buff to stuff that's rare to the character.

This is bumped because of the discussion about hunger as a long-term companion to short-term satiations having shortfalls that lead to making alts viable (or a must) for hard labor. So please take a peek at the idea so see if the suggested general mechanic could fit as a replacement for the hunger bar multiplier.
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add boredom

Postby xdragonlord18 » Thu Feb 07, 2019 12:10 am

pls consider making it so hearthlings get bored after studying the same curiosities over and over again this could b shown by making the frequently studied curiosities less effective while also making the other curiosities more effective this way u get more curiosity variety and there is never one best curiosity loadout also u could add curiosities that can only be found or made on each continent that way there is more incentive to trade across oceans
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Re: add boredom

Postby shubla » Thu Feb 07, 2019 12:22 am

Been suggested before, also, wrong subforum!?
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Re: add boredom

Postby xdragonlord18 » Thu Feb 07, 2019 12:35 am

shubla wrote:wrong subforum!?

opse lol
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Re: add boredom

Postby Ysh » Thu Feb 07, 2019 12:52 am

I do not mind this idea when it is posted the first time. This red sonic poster is maybe Granger alternate account to shill his idea?
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Re: add boredom

Postby Audiosmurf » Thu Feb 07, 2019 1:10 am

Ysh wrote:I do not mind this idea when it is posted the first time. This red sonic poster is maybe Granger alternate account to shill his idea?

What about the one where you get so bored that you kill yourself, I liked that one.
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Re: add boredom

Postby Vigilance » Thu Feb 07, 2019 1:12 am

Audiosmurf wrote:
Ysh wrote:I do not mind this idea when it is posted the first time. This red sonic poster is maybe Granger alternate account to shill his idea?

What about the one where you get so bored that you kill yourself, I liked that one.

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