Fix Credo's already ffs...

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Re: Fix Credo's already ffs...

Postby WormPL87 » Tue Dec 03, 2024 4:54 pm

Bump, Quarryman credo is insufferable thanks to it requiring iron ores that are non-existant in a huge vicinity underground (iron ochre, bloodstone etc) - these are now rarer than 'rare metals'...
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Re: Fix Credo's already ffs...

Postby tyrtix » Tue Dec 03, 2024 5:17 pm

a lot of credos should be reworked in the quests they ask for, especially if you compare them each other, at same levels: farming asking for taming stuff and is tied to crop growth, fishing asking for killing stuff, and some powers from credos are definitely stronger than others, while others makes not much sense in the prerequisites chains.
Tailoring is one that i aim often, but it takes more to complete farmer than tailor one, and i cannot fathom why tailor credo also do not ask for hunter.

Farmer may ask for planting fruit trees and bushes too, or as now we have also wild crops, may ask to harvest a certain amount of them, or gather x eggs, or eat some vegetables or bakery stuff.

Also, a quest should ask for ONE thing to do, not 300: currently i have farmer credo quest asking for three things, and that's almost the norm, totaling the credo into asking for like 45 quests instead of 15.
I understand (and even like) some rng in quests, but as i already said in another post, some credos are borderline impossible to progress in (while others are pretty easy), and the chance of abandoning a quest while getting the same exact quest (or worse even) it's definitely wrong.
Tables from quests picks tasks SHOULD be organized by beign hard or not, and should have either more things to do asked, OR have a hard to complete quest, not 3 tasks all hard, or even 1 very easy task, while atm it seems we have only a random number of tasks picked all from the same table, it should progress as the quests are more smooth and even.
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Re: Fix Credo's already ffs...

Postby Ganhart » Tue Dec 03, 2024 5:53 pm

Years and years of most people complaining about credos and yet no action was taken...
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Re: Fix Credo's already ffs...

Postby Reiber » Fri Dec 06, 2024 10:56 am

while yes. creedos need change.
this is litterally the only part of them that i am ok with.
there should be a limitation for how many creedos you can take, to actually reward specialization,
but also, this game is about infinite progression, and becoming basically god, is part of this game, so it should be a soft cap.

the current +1 quest system manages to achieve these points amicably.

its just that every other part of it is aids. and that tends to make the whole system stink.
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Re: Fix Credo's already ffs...

Postby Procne » Fri Dec 06, 2024 11:05 am

The only things I dislike currently is some strange dependencies between credos, and the fact quarryman and miner are basically same thing, just needlessly split into 2 credos - they have same quests and similar rewards.
As for dependencies - I find it it stupid that blacksmith requires lumberjack and that potter requires farming (rather than, say, quarryman)
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Re: Fix Credo's already ffs...

Postby Sephiron » Fri Dec 06, 2024 1:45 pm

I have no issues with how Credos are handled, except underground quest givers... Holy shit miner is practically impossible because of it. I can't even get past the first credo level because the wax and tar isn't rolling in fast enough to even have a chance with miner.
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