Gastronomist

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

Re: Gastronomist

Postby abt79 » Mon May 10, 2021 12:12 am

Fighter credo (requires strider and blacksmith)
+more combat damage
+more combat openings
+extra speed while in combat
+new stance that makes damage apply before openings instead of after on hit
+ability to make “Battleaxe of the Thirteenth Bay” which has no effective agility penalty, from Metiron

Bandit credo (requires nomad and fighter)
+slightly reduced duration of “red handed”
+greatly reduced duration of “outlaw”
+small chance of not leaving scents/taking damage when doing crime
+people memorize you more slowly (stacks with bandit mask)
+”Pretense of Allegiance” hearth magic that removes “visitor” debuff



Great thread
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Re: Gastronomist

Postby shubla » Mon May 10, 2021 7:33 am

abt79 wrote:Fighter credo (requires strider and blacksmith)
+more combat damage
+more combat openings
+extra speed while in combat
+new stance that makes damage apply before openings instead of after on hit
+ability to make “Battleaxe of the Thirteenth Bay” which has no effective agility penalty, from Metiron

Bandit credo (requires nomad and fighter)
+slightly reduced duration of “red handed”
+greatly reduced duration of “outlaw”
+small chance of not leaving scents/taking damage when doing crime
+people memorize you more slowly (stacks with bandit mask)
+”Pretense of Allegiance” hearth magic that removes “visitor” debuff



Great thread

So tell me what is difference between current credos and credos suggested in this thread?
This thread indeed is very great and makes you think about point of credos, no?
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Re: Gastronomist

Postby Zentetsuken » Mon May 10, 2021 9:54 am

shubla wrote:So tell me what is difference between current credos and credos suggested in this thread?
This thread indeed is very great and makes you think about point of credos, no?


The current credos weren't written by a bored shitposter?

Your posts don't make anybody think anything besides "this guy should stop posting"

Stop trying to make political statements in C&I, if you don't like credos an appropriate response would have been to DM jorb about it and offer a solution.

Making a shitpost and then pretending you were just trolling after a bunch of people tell you how bad it was is a pretty bad strategy and overall bad usage of the forums
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Re: Gastronomist

Postby WowGain » Mon May 10, 2021 2:25 pm

shubla wrote:snip


Isn't there like a rule or something against making deliberately disingenuous shitposts in c&i, the same reason why people are discouraged from doing +1s with literally nothing added besides the +1
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Re: Gastronomist

Postby Zampfeo » Mon May 10, 2021 2:41 pm

shubla wrote:So tell me what is difference between current credos and credos suggested in this thread?
This thread indeed is very great and makes you think about point of credos, no?


Very few of the current credos are mandatory. Most of them reduce effort instead of accelerating growth. Hunter, strider, lumberjack, etc. are good designs because you can do more with less time spent towards those activities. Farmer is a bad design because it is mandatory to reach the fastest rate of quality growth normally gated by the age of the world.

More QoL credos, less mandatory ones please.
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Re: Gastronomist

Postby shubla » Mon May 10, 2021 3:06 pm

Zampfeo wrote:
More QoL credos, less mandatory ones please.

There are many "mandatory" credos already:
Forager - Straight QL bonus = mandatory for foraging hq stuff
Fisherman - Straight QL bonus = mandatory for fishing hq stuff
Hunter - More meat from butchering = mandatory if you want to maximize yield from hunting
Farmer - Ql bonus & faster growth = mandatory
Lumberjack = mandatory if you want to maximize yield from growing trees
Mystic = mandatory because its straight up more LP/hr = more stats
Quarryman = mandatory if you mine at all, to dig better stone (quarryartz) and harder+better ore
Tailor = mandatory because of the double gild
Nomad = mandatory because more inventory space is useful in 99% of things
Strider = mandatory, because you can eat more game
cave hermit = mandatory, because you study faster, again straight up more LP/hr
gardener = mandatory to farm bluebells and improve yield
potter = mandatory for potters clay

And the list goes on and on.
Many if not all credos are already mandatory, so there should not be a problem adding 1 more, no? If there is, why not nerf/remove the existing credos? I don't think that its good to contradict these things.
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Re: Gastronomist

Postby DDDsDD999 » Mon May 10, 2021 3:46 pm

Need to introduce a fart system for this credo. Higher fep food gives you better farts which gives better buffs when inhaled. The credo let's you inhale your own farts for a constant buff.
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Re: Gastronomist

Postby Zentetsuken » Mon May 10, 2021 3:56 pm

shubla wrote:endless shitposting


either you are really on a tirade here to make some sort of political statement regarding your very personal interpretation of credos

or perhaps you simply misunderstand the meaning of "mandatory" in comparison to "quality of life."

I think you can be sure that your idea is not going to be added and that you can probably start the process of emotionally moving on
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Re: Gastronomist

Postby Kamekono » Mon May 10, 2021 6:58 pm

Lots of people want to make credos not matter anymore, but I think it should be the opposite. Credos should be something you need to get in order to get better at something, or to unlock some abilities / crafting.
What would be the point otherwise?

The problem is how they currently work, not the fact that they are "mandatory". Which btw they are not. The only real mandatory credo is Potter, because you NEED potter clay to build a minehole to lower levels. Everything else right now makes your life easier, but it's not something you can't progress without. (even gardener, which actually does unlock something, is not mandatory since u can get the same stuff in the wild).
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Re: Gastronomist

Postby Valnar » Mon May 10, 2021 7:11 pm

shubla wrote:
Zampfeo wrote:
More QoL credos, less mandatory ones please.

There are many "mandatory" credos already:
Forager - Straight QL bonus = mandatory for foraging hq stuff
Fisherman - Straight QL bonus = mandatory for fishing hq stuff
Hunter - More meat from butchering = mandatory if you want to maximize yield from hunting
Farmer - Ql bonus & faster growth = mandatory
Lumberjack = mandatory if you want to maximize yield from growing trees
Mystic = mandatory because its straight up more LP/hr = more stats
Quarryman = mandatory if you mine at all, to dig better stone (quarryartz) and harder+better ore
Tailor = mandatory because of the double gild
Nomad = mandatory because more inventory space is useful in 99% of things
Strider = mandatory, because you can eat more game
cave hermit = mandatory, because you study faster, again straight up more LP/hr
gardener = mandatory to farm bluebells and improve yield
potter = mandatory for potters clay

And the list goes on and on.
Many if not all credos are already mandatory, so there should not be a problem adding 1 more, no? If there is, why not nerf/remove the existing credos? I don't think that its good to contradict these things.


What's exactly the issue with something like potters/gardener/lumberjack/quarryman being "mandatory"? Those all seem like actual specializations where 1 or 2 people are able to cover the duties of those job for an entire group. The main issue I've seen with credos is the godawful way to obtain them.

Specializations seem like something the credo system should try to strive for, to let groups of people have defined roles, or allow hermits/small groups to have a niche they can try to fill.
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