Animal nodes moving was bad

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Re: Animal nodes moving was bad

Postby Dawidio123 » Mon Jan 27, 2025 1:14 pm

Agreed. Getting topql bones gets super annoying after the tool goes above 200 not to mention 300. And the amount of them you need basically forces you to have like 5 mammoth traps which you check every animal node change and if you get lucky enough to find hql one you just bot it.
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Re: Animal nodes moving was bad

Postby Sarge » Mon Jan 27, 2025 1:24 pm

SnuggleSnail wrote:
Sarge wrote:The new/current system is annoying to some because they have a reference point of a time it was easier. [...] the new mechanic and that narrows the gap between organised factions and hermits.

I'm rly trying to be nicer on the forums to people who seem earnest, but acknowledging that it's harder now and THEREFORE the gap between casuals and sweats is smaller is profoundly dumb. Anything being harder widens the gap.


Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.

Last time I afford you to the benefit of the doubt on intelligent reasoning.
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Re: Animal nodes moving was bad

Postby caz » Mon Jan 27, 2025 2:14 pm

Dawidio123 wrote:Agreed. Getting topql bones gets super annoying after the tool goes above 200 not to mention 300. And the amount of them you need basically forces you to have like 5 mammoth traps which you check every animal node change and if you get lucky enough to find hql one you just bot it.

Maybe they could look in to the amount that is required for recipes such as bone clay instead of changing nodes, then
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Re: Animal nodes moving was bad

Postby axus » Mon Jan 27, 2025 2:17 pm

They should reduce the recipe requirements for bones / bone ash. Also some kind of consumable boost to quality mined/killed would be cool
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Re: Animal nodes moving was bad

Postby caz » Mon Jan 27, 2025 2:19 pm

Bone polish: requires 1 wax and 1 sand, buff the bone quality by whatever% of the polish quality
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Re: Animal nodes moving was bad

Postby Mashadar » Mon Jan 27, 2025 4:25 pm

Sarge wrote:Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.

...? Of course a hermit can camp nodes. In W11 I knew a q400 moose spot and also a q330 swan spot right in front of my base. I camped the shit out of those, enabling me to make some good bone clay. And in another world I had a good angler spot on some mine layer. Life was good.

This world, making enough bone clay for pretty much anything is infeasible for me. If I wanted good bones, I would have to buy them.

The wandering nodes are annoying for everyone, but it hurts hermits and smaller villages more.
I already said as much before W16 when animal nodes were discussed, but now after a few months, we have the evidence.
It was a nice experiment, but I'd rather have a different system in W17.
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Re: Animal nodes moving was bad

Postby Kirche » Mon Jan 27, 2025 4:36 pm

Sarge wrote:Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.

If its harder for an organized faction, its immensely worse for a hermit, they made a good change in removing the quality boost from quests (should remove it from wandering sage too), this change however, really really sucks, nothing feels worse than finding a high quality animal and seeing that a new moon is coming to completely remove it from existence within the next day
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Re: Animal nodes moving was bad

Postby DonVelD » Mon Jan 27, 2025 5:22 pm

Sarge wrote:
SnuggleSnail wrote:
Sarge wrote:The new/current system is annoying to some because they have a reference point of a time it was easier. [...] the new mechanic and that narrows the gap between organised factions and hermits.

I'm rly trying to be nicer on the forums to people who seem earnest, but acknowledging that it's harder now and THEREFORE the gap between casuals and sweats is smaller is profoundly dumb. Anything being harder widens the gap.


Yeah, I know you're smarter than this or at least I really hope so. It is not that it is just harder, it is that it is harder for YOU, the organised faction. It is that the organised faction's ability to camp high q nodes have been removed, which the hermit never had, that narrows the gap.

Last time I afford you to the benefit of the doubt on intelligent reasoning.

are you retarded? (no dont answer)
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Re: Animal nodes moving was bad

Postby _Scipio » Mon Jan 27, 2025 6:22 pm

I like the roaming nodes better than stationary nodes. I dislike tedious industry grind. I think the suggestion of increased frequency of high quality nodes is a seemingly minor tweak that could improve things. It feels good to find a high quality animal, and anything that gets players roaming outside their walls is a good thing.
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Re: Animal nodes moving was bad

Postby maze » Mon Jan 27, 2025 6:55 pm

The fact most of you think high Q bones come from wondering around is astounding.
Wondering around to find a node is semi random but then a fixed grind spot for 2 weeks, while dungeons and dens are random animal Q (the other suggestion of a system you're all asking for).

Dungeons and dens have a higher cap on animals, you can pull Q600 out of the dungeons, compared to the q200-300 you're apparently roaming for??

Jorb and loftar should honestly just make more dungeons; thingwalls should lead to a weekly dungeon people can do for "the wild hunt" or something~ lets get some PoE map hunting going in haven ;)
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