Quality decay - slow down quality grind

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

Re: Quality decay - slow down quality grind

Postby Liss12 » Thu Feb 03, 2022 8:46 am

sMartins wrote:What about keeping the quality but giving tools, stations and so on some status?
I explain myself with an example:

- Axe quality 100
- perfect status green, works as Always
- Intermediate status Yellow, the Blade Is loosing Is Edge, quality of the products Will be 75% of 100
- dammaged status Red, Dull Blade, 50% of 100 (btw random numbers)

- you Need to sharpen the Blade to come back to normal 100% (stats does count of course)

This would achieve that once you get your hands on a super good quality item you won't be done Forever, but you Need some good blacksmith to sharpen It again, or buy a new One. And if you haven't crafted It yourself you won't be so good to restore It at its max quality gain. Or buy a new One.

This will separate all your tooling on "quality tools" and "everyday" tools which sounds annoying.
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Re: Quality decay - slow down quality grind

Postby sMartins » Thu Feb 03, 2022 8:57 am

I see what you are saying .... But this would apply only in the case you haven't crafted the tool by yourself.
Also the wearing should take a reasonable amount of time (pretty long) .... At least some weeks of intense usage for every stage.

Tho, yeah it's not that great .... But I Also don't like the fact that once you get your hands on a super good tool you are done forever
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Re: Quality decay - slow down quality grind

Postby Pommfritz » Thu Feb 03, 2022 9:02 am

Idk why you don't want people to loot abandoned stuff, it's like the best catch up mechanic in the game xd If you have more fun making everything yourself then don't go around and loot stuff.

But I would agree that old bases should decay quicker, the paving and shit. I found some neighbour village when I started setting up my first real base a few months ago, long story short they seemed to have a few difficulties in securing their base and after losing all their items boats and claims they quit and their paving is still on my top truffle node 5 months later.

Also abandoned bases/ market-trading is just a very minor shortcut to get started. What is sold on markets is far of off what is possible to create so in the end you have to make stuff yourself if you are somewhat serious about it and at least from my perspective it's way less overwhelming than I expected. If I'd start again I'd I think I have a better outcome going mining myself than looting random bases. Maybe trees are an issue because they take long.

edit: oh yea and quality decay is obviously fucking retarded get lost op
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Re: Quality decay - slow down quality grind

Postby ErdTod » Fri Feb 04, 2022 9:57 am

Pommfritz wrote:Idk why you don't want people to loot abandoned stuff, it's like the best catch up mechanic in the game xd


But I.e. almost entire purpose of an Ant Dungeon is to get hq tree seeds, and they're usually like q40-50 which is relevant only fist month of the world.

Idea is to reduce the need of catch up, content skipping. Also, majority of comments basically say that "well, this makes you play the game more which is annoying"... Although this game does become a fulltime job at some point, so maybe that makes sense...

Anyways, it's not me who's wrong, y'all wrong! :P It's a top tier idea!
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Re: Quality decay - slow down quality grind

Postby MadNomad » Fri Feb 04, 2022 12:51 pm

wonder-ass wrote:stat cap


but perhaps at least a little bit higher than the former one

the former one if I remember correctly was 300 or 330 if you use a subtoken, the new one could perhaps be 500 or 700 or 800?
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Re: Quality decay - slow down quality grind

Postby Liss12 » Fri Feb 04, 2022 1:06 pm

MadNomad wrote:
wonder-ass wrote:stat cap


but perhaps at least a little bit higher than the former one

the former one if I remember correctly was 300 or 330 if you use a subtoken, the new one could perhaps be 500 or 700 or 800?

A softcap perhaps? So you could still grind stats infinetely but they would give barely noticeble difference after ~500.
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Re: Quality decay - slow down quality grind

Postby MadNomad » Fri Feb 04, 2022 1:15 pm

perhaps!
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Re: Quality decay - slow down quality grind

Postby Nightdawg » Fri Feb 04, 2022 1:27 pm

Rolling stat caps that increase over time
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Re: Quality decay - slow down quality grind

Postby Zentetsuken » Fri Feb 04, 2022 1:45 pm

ErdTod is a confirmed top idea haver.

Anybody who is against the idea of quality decay is probably just a big realm village person worried about their nolifed or botted anvil.

The endgame requiring looting abandoned villages is uninspired and stupid and you know it.

If nolifers are able to bot entire industries up to crazy enough numbers that they can stomp all over the entire rest of the game for the last 10 months then we need to make the game more difficult for them.

Nobody is being fooled when realm village pvpers cry "this will hurt the noobs too."

No, it wont.

We need to impede the top 1% of players so the 99% can enjoy the game.

Stand strong brother Erdtod, we are the 99%

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Re: Quality decay - slow down quality grind

Postby MadNomad » Fri Feb 04, 2022 1:54 pm

Zentetsuken wrote:Anybody who is against the idea of quality decay is probably just a big realm village person worried about their nolifed or botted anvil.


good observation ¦]

Zentetsuken wrote:we need to make the game more difficult for them.


¦]

Zentetsuken wrote:We need to impede the top 1% of players so the 99% can enjoy the game.


agreed

Zentetsuken wrote:Nobody is being fooled when realm village pvpers cry "this will hurt the noobs too."


but isn't there some other mean of fixing this so we don't hurt noobs?

perhaps there should be no decay for lower qualities up to like 500, but after 500, there should be decay?

this will make reason to increase qualities and play the game for those who haven't reached 500, otherwise if there is decay to q10 people will just build their bases, craft their gear, and quit instantly after this because everything is achieved
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