About Localized Resources

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

Re: About Localized Resources

Postby Granger » Sun Feb 10, 2019 2:45 pm

2d0x wrote:
Granger wrote:Only in case the mobs would follow the first alt, which they don't need to - protecting the resource could well be 'attack all characters within range x' (like 5 tiles), returning to the resource (which insta-heals them) in case no characters are within range. Or spawn them per-character so zerging isn't helpful.

It simply provides additional benefits to groups at the beginning of the world.

...The band defeats the defenders of the resource, and then:
avros008 wrote:...There is a dude spawn right before resource refresh and collect the shit in microseconds...

:D

Then the spawning alt could get wrecked by the defenders spawning for it (see bold part).
Also: Why would there be defenders prior the resource spawning?
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Re: About Localized Resources

Postby ErdTod » Sun Feb 10, 2019 2:50 pm

Guardians would make anthills out of resources... I don't feel this will help with bots...

Probably, only reliable option is to make them change their position, also buffing foraging late game. But not all resources can logically change positions (i.e. why would giant fallen tree change positions?)...
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Re: About Localized Resources

Postby Vassteel » Sun Feb 10, 2019 2:54 pm

ErdTod wrote:Guardians would make anthills out of resources... I don't feel this will help with bots...

Probably, only reliable option is to make them change their position, also buffing foraging late game. But not all resources can logically change positions (i.e. why would giant fallen tree change positions?)...



the tree wouldn't change positions, some other tree would just fall over some where else in the world.
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Re: About Localized Resources

Postby 2d0x » Sun Feb 10, 2019 3:34 pm

Granger wrote:Also: Why would there be defenders prior the resource spawning?

After spawning a resource; just used quote. One alt watches the battle from afar, and in the final the second alt spawns, taking away the resource.
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Re: About Localized Resources

Postby Saxony4 » Sun Feb 10, 2019 3:45 pm

Vassteel wrote:the only way to prevent bots from spawning and draining the resource is to have the resource relocate after its depleted.

This also prevents people from walling a resource off, and is literally the only reasonable way to handle local resources.
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Re: About Localized Resources

Postby 2d0x » Sun Feb 10, 2019 3:49 pm

Saxony4 wrote:
Vassteel wrote:the only way to prevent bots from spawning and draining the resource is to have the resource relocate after its depleted.

This also prevents people from walling a resource off, and is literally the only reasonable way to handle local resources.

Well, for example, a character cannot take a resource twice in a row in one place? But moving a resource is a better option.
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Re: About Localized Resources

Postby Vassteel » Sun Feb 10, 2019 3:57 pm

Another option could be MORE RNG

Which im sure would tickle shubla to death

Collection of resources shouldn't be like opening a chest it should be like picking branches or foraging ffs. Collection of resources is time based with a RNG "failed to find anything" or "you found some extra"
If you fail to find the resource you can try again in 8 hours
The more you constantly try the same resource the worse your rng odds get
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Re: About Localized Resources

Postby Saxony4 » Sun Feb 10, 2019 3:59 pm

2d0x wrote:Well, for example, a character cannot take a resource twice in a row in one place?

Arbitrary and unfair, a person gets to a resource first but just because he picked from it last time he can't pick it again until he picks from a different location? Location change is the only thing that would actually work fairly.

Vassteel wrote:Another option could be MORE RNG

Too much RNG can be bad and tends to really upset people, a balance needs to be met.
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Re: About Localized Resources

Postby Vassteel » Sun Feb 10, 2019 4:04 pm

TBH I think switching the collection method from an inventory box to a foraging task and adding in a failure or bonus rng would be the best option.

the failure one would only get worse if you look at it to much within a given amount of time. to prevent spamming the resource.
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Re: About Localized Resources

Postby 2d0x » Sun Feb 10, 2019 4:04 pm

Vassteel wrote:Another option could be MORE RNG

Local resource-curio?
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