Qucksilver poisoning

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

Re: Qucksilver poisoning

Postby Yorla » Fri Mar 01, 2019 5:36 am

In this game dangerous substances = cemetery of one-day alts. Does it really add a flavor to the game?
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Re: Qucksilver poisoning

Postby Riou1231 » Fri Mar 01, 2019 5:51 am

I agree that quicksilver poisoning is a realistic wound since you are handling a dangerous substance, but I also agree that making quicksilver and other activities such as gathering from hives does encourage botting. It's kind of a tricky thing to balance since on one hand you have the players who only like using their main, and then on the other you have the ones who use alts to get the most out of everything.
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Re: Qucksilver poisoning

Postby Agame » Fri Mar 01, 2019 8:57 am

Yorla wrote:I can live with be stings and jellyfish bites, they are can heal over night, no big deal. But I definitely will make an alt for working with mercury.

You need at optimum a beehive at every 50 square meters of cultivated land. You need at least 150 square meters (better 300) for throughs and mulch. Maybe you do not have animals right now, maybe not this week, but you will have them sooner or later. You need some for your own pipe stuff and for your own food, even if you just want to eat for energy and not for the stats. So, you need actually 400 or more for a single main char, that means minimum 8 hives for a single player. If you have alts or friends you farm and maybe cook for, they should eat too. It's a useless waste to not collect the honey from all your hives once a day and get the wax too, if any, at the same time.

About 1 in 4 hives will sting. So you get stung at least twice a day. Sting wounds are worse if you have another one active, basically they do double damage than the previous one. So the second or if you are unlucky the third sting that day will not heal untill tomorrow, doubling the beestings you will receive tomorrow, until you either die either give up the honey, wax and maybe agriculture too. Bee stings make alting mandatory. Unless you have a bunch of reliable slave real players (and if you do, forget about the game and use them in real, man!), then you must have alts. And if you have to have alts for things you do not really enjoy, why not automate them?

J&L do their best to encourage botting this year.
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Re: Qucksilver poisoning

Postby jorb » Fri Mar 01, 2019 9:50 am

Torn. I can see the alt argument, but, I mean... they are toxic substances.
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Re: Qucksilver poisoning

Postby 2d0x » Fri Mar 01, 2019 10:21 am

Agame wrote:...man!..

Yorla is a woman.

Now there is an ocean. It remains to add sea kale to eliminate intoxication.
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Re: Qucksilver poisoning

Postby Hrenli » Fri Mar 01, 2019 11:28 am

So the second or if you are unlucky the third sting that day will not heal untill tomorrow


It will heal overnight if you sleep in a proper bed (what any self-respecting hearthling would do).

The thing is - we have not the worst settlement in the world, quite far from it (yes, with all animals, 3rd generation of some already). Yorla is doing all the beekeeping (and yes, we have enough bee skeps). It's completely viable to do it. But with quicksilver it's just so unfun in consequences that we (being a very anti-alt minded couple) are actually considering the stupid sacrificial alts for mercury work.
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Re: Qucksilver poisoning

Postby 2d0x » Fri Mar 01, 2019 12:15 pm

Hrenli wrote:...But with quicksilver it's just so unfun in consequences...

I am in any case against permanent sores, but this is debatable. The demand for wax and honey is much higher than living silver. And the chances of mercury poisoning and bee sting are incomparable.
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Re: Qucksilver poisoning

Postby Mafious » Fri Mar 01, 2019 1:44 pm

jorb wrote:Torn. I can see the alt argument, but, I mean... they are toxic substances.


I know you guys like injuries, but the game is becoming an nightmare for playing without alts and not even because it makes sense to have a dex based character and one str base for different tasks but because of shitting your hunger for basix shit and shitty injuries that can cripple you for doing basic shit like choping wood or diggin stuff. Please dial down stuff like alergic reactions and midges its death from a thousand cuts outhere.
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Re: Qucksilver poisoning

Postby Hrenli » Fri Mar 01, 2019 1:59 pm

jorb wrote:Torn. I can see the alt argument, but, I mean... they are toxic substances.


From logic/realism point of view danger of quicksilver makes sense. It even brings sort of an educational message if anyone cares.

But from overall gameplay point of view? I might be missing something, no doubt, but right now it seems to me that main appeal of quicksilver is cosmetics. I.e. felt for deep blue fabric and purple pigment for custom images. The felt inlay might be not too bad gilding but doesn't strike me as something OP. In other words one might say that main reason for quicksilver poisoning is to encourage purchasing of sketchbooks from the shop (or use alts). Is it really worth it?

Edit: because of the poisoning I sort of threw away the curio. Even if not OP it doesn't look to bad either. So maybe keep the poisoning chance on studying the curio (i.e. prolonged use of dangerous substance vs. careful not so long crafting process if you need an explanation/excuse) but remove the poisoning chance from crafting felt and pigment? You can't alt studying the curio after all. :)
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Re: Qucksilver poisoning

Postby Mr_Bober » Fri Mar 01, 2019 2:52 pm

Yorla wrote:In this game dangerous substances = cemetery of one-day alts. Does it really add a flavor to the game?


Let's face it. The problem here is not quicksilver, but how people want to turn everything into a huge industry and can do so with alts.

You don't need to make 50 pieces of felt a day, nor you need to have a wall of beehives to harvest daily. If the village is large and needs more of those things, should have more people doing it and splitting the damage among themselves.

The problem here goes back to the same old issue: Alts spam shouldn't be a thing.
I get it's hard to limit them, since even a limit on characters per account would just mean more accounts, but the fact that people use them doesn't mean things like quicksilver poisoning shouldn't exist. Because if that was the case, what's the point of most stuff? You can bot farming and foraging and mining, you can spam alts to kill a troll with arrows and swarm ( :D ) wild beehives to get the goods, you can have a disposable workforce for all those damaging things like making felt, gathering honey or hunting crabs.

Instead of removing such features, just propose something to be implemented to work around it. Some kind of item to make handling quicksilver safer. Beekeeping gear to greatly reduce chances of stings. A net to gather crabs and a mallet to kill them without getting pinched.

Alts are not necessary for all those things. If you use them, and they "ruin your fun", it's your fault. You live in a medieval village at best, not in a 19th century industrial city. Play accordingly.
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