Steel and Firebrands - because 'Fuck You'

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

Re: Steel and Firebrands - because 'Fuck You'

Postby stya » Tue May 16, 2017 10:18 pm

I wasn't playing because I had no net for weeks, so 799 only now.

Besides as stated there are many new options to replace firebrands and not just steel so: git gud

It isn't that hard to get some brimstone :roll: , or trade them or trade steel or anything at all.
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Re: Steel and Firebrands - because 'Fuck You'

Postby ven » Tue May 16, 2017 11:13 pm

jorb wrote:
Granger wrote:the silk cycle can run on it's own...a game that is able to modify the RL schedule of the players... it's an inherently evil meachnic to exploit.

http://progressquest.com/

https://www.youtube.com/watch?v=-U4px5SI-BY
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Re: Steel and Firebrands - because 'Fuck You'

Postby Myrgard » Wed May 17, 2017 8:08 pm

I never understood the problem people have with fire in general. I have boxes of matches sitting in a chest unused.

Just make a fireplace and light once a day (the ash holds for hours) and when you need to light anything else use a bloody torch.


As for silk and steel: it's good the way it is, they are basically the only two items in game apart from cheese that can be manufactured and sold on a reliable basis (no localized resource fate rng problems) just a simple calculation of x effort providing y benefit. For people that can't make top q tools those are the only window into production and trading.
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Re: Steel and Firebrands - because 'Fuck You'

Postby bladeking230 » Thu May 18, 2017 3:42 am

I like the process it has arm but for someone who works 12 to 13 hours a day and dosent have a laptop or pc at work to get on and fI'll steel with coal.. it becomes impossible so I wait for the weekend.. Friday night I put on and just hope to get home early enough on Monday night to put on. But never really works.. so I think having steel keep some of its progress would be nice.. because "hardcore" players just get on and put coal in then get off... because nI ones the same just really needs some mid ground like keeping the progress aND extending the time. Or shortening the time put you have to build through 2 processes..
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Re: Steel and Firebrands - because 'Fuck You'

Postby sMartins » Thu May 18, 2017 5:24 am

Just saying I love the firebrands thing...
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Re: Steel and Firebrands - because 'Fuck You'

Postby Granger » Thu May 18, 2017 1:40 pm

jorb wrote:
Granger wrote:the silk cycle can run on it's own...a game that is able to modify the RL schedule of the players... it's an inherently evil meachnic to exploit.


http://progressquest.com/


With 'on it's own' was ment in the sense of 'no having to move stuff from one container to the other'.
If you think that's needed, please explain to me where the fun is in that - I might have done it one time to many, so I really don't see any.
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Re: Steel and Firebrands - because 'Fuck You'

Postby Sevenless » Thu May 18, 2017 1:53 pm

Granger wrote:With 'on it's own' was ment in the sense of 'no having to move stuff from one container to the other'.
If you think that's needed, please explain to me where the fun is in that - I might have done it one time to many, so I really don't see any.


Slippery slope rule. The only thing making silk valuable (as reinforced by the lots of useful things it does) is the cost of making it. As of current, keeping it monitored is one of the primary costs. Without that, silk would become too easy to make and all the silk products would need to be nerfed in response.

That's why I was suggesting we make it into a process that is doable every 24 hours. It's much more common for people to be able to line up being online at the same time each day rather than at 2-3 different times as silk/steel need respectively. But you still have to remember to do it, and it rewards daily logins (something many games do because game designers believe a regular login schedule encourages long term play).
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Re: Steel and Firebrands - because 'Fuck You'

Postby Granger » Thu May 18, 2017 5:43 pm

Sevenless wrote:That's why I was suggesting we make it into a process that is doable every 24 hours.

Double the time everything takes, to get it from a 12h schedule to a 24h one?
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Re: Steel and Firebrands - because 'Fuck You'

Postby Sevenless » Thu May 18, 2017 6:15 pm

Granger wrote:
Sevenless wrote:That's why I was suggesting we make it into a process that is doable every 24 hours.

Double the time everything takes, to get it from a 12h schedule to a 24h one?


Everything? Steel I was suggesting upping the fuel timer. Treeplanter pots I was suggesting they live longer after potting so you can potentially put them on at 7pm and come back 7pmish the next day still able to plant.

Silk I suggested lengthening one phase, which would bring the time required for a full generation to complete to 4 days. Egg, larva transfer, silk, sort. That's 4 playtimes. Right now it takes 3ish days to do that .

But if we got a special silking liftable as has been suggested, we could eliminate the larva>cabinet transfer. The other two already work on roughly 24h schedules. I egg at night, larva morning, cocoon/unwind cocoons next evening/morning after, sort evening. If we eliminate the larva>cupboard transfer it fits perfectly into a 24h scheme with only minor tinkering to cocoon lifespan.
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Re: Steel and Firebrands - because 'Fuck You'

Postby Granger » Thu May 18, 2017 6:46 pm

Sevenless wrote:But if we got a special silking liftable as has been suggested, we could eliminate the larva>cabinet transfer. The other two already work on roughly 24h schedules. I egg at night, larva morning, cocoon/unwind cocoons next evening/morning after, sort evening. If we eliminate the larva>cupboard transfer it fits perfectly into a 24h scheme with only minor tinkering to cocoon lifespan.


That would be something. I see no real point in excessive moving the stuff around between tables and cupboard.
If I had a say I would make a building that would breed the eggs and run the whole cycle till they're eggs again (&rinse&repeat) - surely, not refilling leafs the worms would die not that far into the future (so it wouldn't be ProgressQuest, just cutting the rummaging around between the different containers for the inner loop).
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