fishing credo compleatly ass

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

Re: fishing credo compleatly ass

Postby Kamekono » Wed Aug 19, 2026 1:43 pm

I don't know why everyone hates the fishing credo, I find it the easiest one to do.

In general though I think the whole Credos system needs to be reworked.
Their order, their prerequisites, the immense imbalance in usefulness are all issues that would make it easier to rework from scratch rather than try to fix.

In my humble opinion, credos should:
- Be a one way street towards character specialization. Pick a path and focus on it, no branching out. Could also be a great way to teach new players how to do specific roles. If you decide a path is not for you, you can reset and lose the credos you've done already to start over.
- Follow the game progression logic. In a village, the Cook is almost never the one that goes out hunting. The Pearl Diver is not the one that spent days in the mines getting gems. And so on. I understand the "logic" behind it, but it clashes with the reality of the game.
- Have quests be less specific. Instead of "Pick 3 parasol mushrooms" you get "Pick 15 mushrooms". "Harvest 30 wheat" becomes "Harvest 60 grains". "Fell a Plane tree" becomes "Fell 10 kinds of trees".
This would greatly reduce reliance on luck. More generic goals allow for higher numbers to balance it (numbers in my example are random, it can be less or more depending how much you want to slow it down).
- Have more balanced rewards. Some rewards are useless or come in way too late. Other rewards are must have, like Tailors extra gilding or Gardener unique planting abilities. Some are just nice to have. If you want to lock some things behind credos, then those credos should be the end of the line (my 1st point) and every "end credo" should have a similar unique thing.

I realise it's a lot of work. But it's long overdue. I'd be happy to put down a more detailed scheme if it helps.
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Re: fishing credo compleatly ass

Postby Regulus2424 » Wed Aug 19, 2026 1:48 pm

Kamekono wrote:I don't know why everyone hates the fishing credo, I find it the easiest one to do.

In general though I think the whole Credos system needs to be reworked.
Their order, their prerequisites, the immense imbalance in usefulness are all issues that would make it easier to rework from scratch rather than try to fix.

In my humble opinion, credos should:
- Be a one way street towards character specialization. Pick a path and focus on it, no branching out. Could also be a great way to teach new players how to do specific roles. If you decide a path is not for you, you can reset and lose the credos you've done already to start over.
- Follow the game progression logic. In a village, the Cook is almost never the one that goes out hunting. The Pearl Diver is not the one that spent days in the mines getting gems. And so on. I understand the "logic" behind it, but it clashes with the reality of the game.
- Have quests be less specific. Instead of "Pick 3 parasol mushrooms" you get "Pick 15 mushrooms". "Harvest 30 wheat" becomes "Harvest 60 grains". "Fell a Plane tree" becomes "Fell 10 kinds of trees".
This would greatly reduce reliance on luck. More generic goals allow for higher numbers to balance it (numbers in my example are random, it can be less or more depending how much you want to slow it down).
- Have more balanced rewards. Some rewards are useless or come in way too late. Other rewards are must have, like Tailors extra gilding or Gardener unique planting abilities. Some are just nice to have. If you want to lock some things behind credos, then those credos should be the end of the line (my 1st point) and every "end credo" should have a similar unique thing.

I realise it's a lot of work. But it's long overdue. I'd be happy to put down a more detailed scheme if it helps.

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Re: fishing credo compleatly ass

Postby Jorg » Wed Aug 19, 2026 8:28 pm

MarcusXDead wrote:
Reiber wrote:and i take the fishing credo specifically because it dosnt give you stats. giving stats is why you avoid certain credos. to push the value of those stats higher.

fishing , just makes fishing better. infact it kind of is a requirement to have fun with fishing.

the downside is that you do the shitty fishing. to get the credo. to be able to enjoy fishing afterwards. wich is the second to most dickish way of doing creedos right after "dont you dare touch ore if you dont have miner yet as soon as somebody exists that has it"


Speaking of, why not make forager bonus a better ratio of exp*per, let's say, per*exp*1.15? (replacing +10 per bonus, because people often get per as top stat because of it early game, making per food less desirable.)
Aside from that, it honestly would be great if credo bonuses were like dungeon permanent buffs, giving a "green" bonus to stat/skill instead of plain value.
...
Credos honestly are not even close to being polished.

All credos would be better if the bonus didn't increase the lp cost of buying additional levels. Would make delaying big credo bonuses less incentivised, since some credos(farmer) save so much more lp if you delay even by ten levels
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Re: fishing credo compleatly ass

Postby _Scipio » Wed Aug 19, 2026 8:47 pm

I always do fishing credo first, not because its my favorite, but because I want less quests from it.
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Re: fishing credo compleatly ass

Postby Crest » Wed Aug 19, 2026 8:52 pm

_Scipio wrote:I always do fishing credo first, not because its my favorite, but because I want less quests from it.

As do I.
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