localized resource definitive fix - ~LITERALLY~ 0 downsides

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

Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby SaltyCrate » Thu Mar 05, 2020 1:08 pm

The downside to this would be the hermits crying rivers of tears, because for some reason they feel entitled to have easy access to every single resource in the game. In fact, this
make resources move after each harvest.
often proposed bad idea, which removes the very distinctive reason localized resources exist in the first place, stems from this sense of entitlement.
Ok, maybe this isn't actual "actual" downside, but still.

Other than that, one shouldn't realistically expect different guardians for each type of nodes. It probably would be one new shared mob, because of the required developing effort . Also the whole mechanic feel somewhat unintuitive/unrealistic from the in-game perspective, but I guess it could be worked on.
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby Melkior13 » Thu Mar 05, 2020 1:09 pm

What's to stop someone from using an alt to lure the mobs away for the sake of griefing? If the node can't be harvested until the mobs are killed, a 0 effort alt could tuck the mobs away somewhere, effectively restricting everyone else from harvesting the node.

This is especially problematic if only the mob-killer can harvest the node. The same alt could pull the mobs into a walled claim, wait months until the node is 15/15, and then at a time of their choosing deal with the mobs and collect.

To consider this idea flawless is ignorant.
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby SaltyCrate » Thu Mar 05, 2020 1:11 pm

Melkior13 wrote:What's to stop someone from using an alt to lure the mobs away for the sake of griefing? If the node can't be harvested until the mobs are killed, a 0 effort alt could tuck the mobs away somewhere, effectively restricting everyone else from harvesting the node.

This is especially problematic if only the mob-killer can harvest the node. The same alt could pull the mobs into a walled claim, wait months until the node is 15/15, and then at a time of their choosing deal with the mobs and collect.

To consider this idea flawless is ignorant.


The mobs would despawn after, for example, 3 hours of spawning. Wow, problem fixed in about 5 seconds.
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby SnuggleSnail » Thu Mar 05, 2020 1:38 pm

I'm noticing an ongoing trend of Haven's common audience not seeing obvious outcomes of changes.
The last time you guys suggested something to make harvesting with alts obsolete, it was implemented, the 1 minute harvest time. The one minute harvesting time made collecting the resources from my mountain go from taking 10 minutes with a road, to nearly 2 hours of waiting and watching my character do a 5 frame animation. It was the thing that finally made it worthwhile to mass spam alts for every node.

If you convince Jorb to add guardian monster it will be the thing that pushes me to automate harvesting as opposed to manually using alts. It's really not that hard to make a ~40 UA alt, and a script that runs in a circle punching/defending. The line of reasoning that you're using, making something more difficult/tedious = less automation/factory scale interaction, is so absurdly wrong I don't know where it comes from. All this does is make the scripts slightly harder to write, and people want to do it manually less.


Turn localized resources into a forageable! That will reduce automation/alt abuse!


"Moving localized resources" AKA forageables have historically been the single most botted thing in the entire game. Better than be removed than be foreageables, imo.
Last edited by SnuggleSnail on Thu Mar 05, 2020 2:23 pm, edited 1 time in total.
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby a-Simulacrum » Thu Mar 05, 2020 2:03 pm

SnuggleSnail wrote:I'm noticing an ongoing trend of Haven's common audience not seeing obvious outcomes of changes.
The last time you guys suggested something to make harvesting with alts obsolete, it was implemented, the 1 minute harvest time, and me harvesting my mountain went from taking 10 minutes with a road to over 2 hours due to a waiting time. It was the thing that finally made me bite the bullet and spam mass alts for salt.

If you convince Jorb to add guardian monster it will be the thing that pushes me to automate harvesting as opposed to manually using alts. It's really not that hard to make a ~40 UA alt, and a script that runs in a circle punching/defending. The line of reasoning that you're using, making something more difficult/tedious = less automation/factory scale interaction, is so absurdly wrong I don't know where it comes from. All this does is make the scripts slightly harder to write, and people want to do it manually less.


no amount of fearmongering that you can bot this will make it a reality.
>running around in a circle punching and defending
make the creatures have sprint speed. if people are worried about high speed mid level enemies being a thing then make them passive until somebody interacts with the node they're defending.
while you're doing that with your alt, people can come and kill it/knock it out too without it feeling like a waste of leaving a scent.

nah, i don't buy it at all. there's 0 chance of you automating enough alt bots to be an issue, or for it to be anywhere near the shitfest it's currently at this world.
i'll call your bluff on that every single time too.

SnuggleSnail wrote:making something more difficult/tedious = less automation

you'd like people to believe that you can bot whatever you like, but you can't. this would be a pain in the ass and every alt you lost would sting and you know it. ain't nobody programming scripts for hundreds of bots that they've had to feed up, waste curiosities on (even shit curios) AND learn combat moves and throw gear on. since you bring up 40 unarmed, im gonna assume you're throwing enough gilded shit on these alts to raise that to 80, more time, more investment. yeah those gilds will be easy to make, but so is everything in this game, it's when you have to do those things repeatedly that it becomes a chore.
you talk about tedium, yet this won't be tedious for anyone besides people who think that half the worlds resources belong to them lmao, if you think you can just go on making 0 effort alts and lay claim to all the nodes with this method, you are deluding yourself completely. i guarantee people who have went worlds without getting salt will start getting it semi regularly.
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby azrid » Thu Mar 05, 2020 2:13 pm

Salt was already going to be more valuable next world so this change is very important to thwart alt spammers.
I remember when the timer was added to resource collection I suddenly saw more and more unpicked resources.
The game can't be developed around one faction autist who says how he will bot things anyway so better keep it simpler for him :D
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby wonder-ass » Thu Mar 05, 2020 2:31 pm

azrid wrote:This is a great idea. Alt spamming is cancer.
Nerds like snail are mad they cant 0 effort alt spam anymore.
Resources would gain value on the global marketplace with this change.


this wouldnt change shit lol and it wouldnt give these garbage resources any value.
last time i checked we started mass spamming alts when the timer was implemented to COUNTER said alts.
see homo sexuality trending,. do not do that.
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby DDDsDD999 » Thu Mar 05, 2020 2:38 pm

Animals have never been cheesed in this game so this idea is infalliable
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby a-Simulacrum » Thu Mar 05, 2020 2:55 pm

DDDsDD999 wrote:Animals have never been cheesed in this game so this idea is infalliable

doesn't matter if they can, i've already said that. what matter is if you're going to go that route it's going to be tedious and there will be a relevant timesink associated with it, which other people can abuse and one person can only deal with one resource node at a time.
this literally only becomes tedious to people who have been enjoying having access to hundreds of localized resource nodes whenever they come up because they have alts logged out at all of them.
this solves that infallibly.
i've had salt alts every world since salt became a thing, i've had no issue getting troves of that shit. doesn't mean i like the system, or that anybody else does.
world resources will be more evenly distributed throughout the world with this change, regardless of what people say. big villages would still get the most (and i personally will still be passing on mountain resources) but everything else? nah, this definitely helps everyone else in the long run.

salt time now = everyone waits for the timers, opens up 10 clients and logs all their salt alts in, then you get your salt and log off
salt time with this change = everybody heads out on a decent character and goes to their resources, manually fights the enemies, claims their reward then either heads back to base or heads over to another localized resource.
if there's somebody to contest the resource then you either fight for it or you fold it to the opposition. it's that simple and resources made this way actually put somewhat decent characters in the firing line, unlike throwaway salt alts as they currently are.

you're looking at it the wrong way if you think the animals are supposed to be a challenging gated experience. that's not their role otherwise i would have suggested to make the things guarding the nodes be mammoth-like in strength. they're low-mid tier difficulty for a reason.
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Re: localized resource definitive fix - ~LITERALLY~ 0 downsi

Postby SnuggleSnail » Thu Mar 05, 2020 3:51 pm

Your solution is pretty akin to saying "let's stop all murder by making it illegal", the intent of your solution is not going to be relevant to the people who play under the mechanics.

Jorbtar has been trying to solve the issue of balancing PVE for 10+ years now. What stats and mechanics does a monster need to have in order to be too powerful for mass spam alts, and not so powerful as to be prohibitive for new players/hermits/casuals. It's not a balance you can really hit, especially with quality progression where something absurd in the first weeks is trivial after a year.

Adding tediousness(getting 40, 60, 100 UA?) does not make it impossible to interact with in that way, or make it unprofitable. It simply reduces the total number of people with the autism willing to participate in such activities. Presume 5 people are alt spamming to collect salt right now(which they are not, I assure you), and this update goes live. The response will not be 0 people alt spamming, it will just be less people alt spamming, which doesn't solve the problem, it just attributes more power to the few people willing to put up with the setup tediousness.

Likewise, if the intent is for the player to have to focus on the client thereby making alting not possible manually, then it will not be done manually.
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