Resource claims are too cheap & easy

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

Re: Resource claims are too cheap & easy

Postby Luanes » Thu Feb 28, 2019 5:16 am

What about making a magic that let's you forage stuff inside claims ( like localized resources and other itens ) without leaving thief scents? Just the trespass?

This would increase the "Price" to others to acess the node, but will not completly negate it
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Re: Resource claims are too cheap & easy

Postby Cingal » Thu Feb 28, 2019 2:46 pm

I think the whole system works better with alternatives.

Somebody claims HQ Soil > Make Mulch. Slower, but doable.
Somebody claims HQ Water > Increase well quality. Expensive, but, possible.
Somebody claims HQ Clay > Make Bone Clay, or find clay via foraging and so on.

Making more alternatives like this doesn't solve the issue of claiming the resources in the first place, but, it does mean everyone else can eventually catch up, and thus the sting of missing out on a high quality node is less significant.

For sand, I'd say that at a basic level, sandstone should be breakable in a quern to make sand, and later in a more developed player may be able to use a windmill powered crusher to break down softer stones into sand (Or gravel, a sand-alternative.)
Likewise, an alternative route for glass could be Quartz > Crushed Quartz > Quartz Glass.

In terms of localised resources, I think having them be claimable at all goes against the spirit of the idea, and the current situation where people just palisade around them is pretty lame.

I'd suggest they should despawn and respawn around the world on a fairly long timer, but, I don't know how realistic that idea is.
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Re: Resource claims are too cheap & easy

Postby Hrenli » Thu Feb 28, 2019 3:20 pm

Luanes wrote:This would increase the "Price" to others to acess the node, but will not completly negate it


Claiming also doesn't completely negate the access. I used to dig clay from unfriendly claim last world quite a lot. Neither saw a single nidbane for that.

Funny thing about the picture in OP is that it's not about clay but sand. The only reason someone bothered to claim unlimited resource (and not just q51 part of it but much more) is to say "fuck you!" to the neighbors. I'm curious to see how this situation develops.
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Re: Resource claims are too cheap & easy

Postby vatas » Thu Feb 28, 2019 3:37 pm

Hrenli wrote:
Luanes wrote:This would increase the "Price" to others to acess the node, but will not completly negate it


Claiming also doesn't completely negate the access. I used to dig clay from unfriendly claim last world quite a lot. Neither saw a single nidbane for that.

Funny thing about the picture in OP is that it's not about clay but sand. The only reason someone bothered to claim unlimited resource (and not just q51 part of it but much more) is to say "fuck you!" to the neighbors. I'm curious to see how this situation develops.

Problem is that if you don't claim it, somebody else might. Then of course there's the option to give everybody permission required to collect sand (I presume it's vandalism despite it not affecting the area at all.)
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Resource claims are too cheap & easy

Postby DDDsDD999 » Thu Feb 28, 2019 3:45 pm

Boo-hoo you have to leave scents for something someone already found and claimed for their own. Palisades completely negate access, and are way more proportionally favored towards the builder. Wonder where the complaints about those are.

Sure hope I don't get banned for talking bad about your idea. :roll:
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Re: Resource claims are too cheap & easy

Postby Hrenli » Thu Feb 28, 2019 3:51 pm

vatas wrote:Then of course there's the option to give everybody permission required to collect sand (I presume it's vandalism despite it not affecting the area at all.)


Putting a claim next to the spot would do the trick, as there will be 5 tiles of unclaimable land which in case of unlimited resource is more than enough. I actually was thinking about doing it on that exact spot about three weeks ago but thought nobody would be arsed to claim sand (and back then I was not sure there aren't better spots around, also I did not remember you couldn't build on sand back then so that did not stop me of thinking about it). Time proved me wrong as usual...
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Re: Resource claims are too cheap & easy

Postby SaltyCrate » Thu Feb 28, 2019 4:08 pm

Granger wrote:This leads to a tank rush style of dropping claims on every location that looks remotely interesting in the goal of denying access to 'the enemy' (=everyone else) or as a preventive measure against them doing the same. And as an active claim dosn't constitute a real cost to the owning character the ones that are not actively used don't get declaimed (but best case expire over time, unless forgotten in the mentory of a claim alt that is run throught an EXP farm anyway) and get in the way of experiencing the game for the ones that don't see and play H&H from a 'winner takes all' RTS perspective.

First of all, my experience tells me that it doesn't lead to any such thing. And second, what you are basically saying here is "my way of experiencing the game is more of a priority than of those "RTS" people who experience the game differently, thus remove their ability to do so". And why is that exactly? Mind you, my own way is separate from both yours and the described one.

Granger wrote:Meaningful gameplay is also hindered as most players hardly have a reason to visit these claimed areas, they're unable to interact with them anyway, so encounters that would naturally happen at a resource spot available to all... simply don't.

I visited both such claimed and unclaimed resource spots multiple times over the course of several worlds and I can tell that amount of encounters is equal between those (almost 0). So this speculation seems false.

Granger wrote:Thus I suggest the way claims are fuled with presence is to be changed, preferably in a way that a settlement can be protected by one - but random (seldomly or never visited) spots of nature not. Ideas on how to achieve this are welcome.

I don't agree with the premise of almost any such suggestion and hope it won't become reality.


neeco wrote:Make digging theft, not vandal. That solves a lot of the issue for me with acre/ball clay nodes.
My mason alt shouldn't need rage to grab clay from someone's claim.

If anything were to altered I would prefer this change. It is simple, makes more sense, and somewhat reduce the effectiveness of resource claims without making them obsolete.
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Re: Resource claims are too cheap & easy

Postby Mr_Bober » Thu Feb 28, 2019 6:28 pm

Cingal wrote:I think the whole system works better with alternatives.

Somebody claims HQ Soil > Make Mulch. Slower, but doable.
Somebody claims HQ Water > Increase well quality. Expensive, but, possible.
Somebody claims HQ Clay > Make Bone Clay, or find clay via foraging and so on.

Making more alternatives like this doesn't solve the issue of claiming the resources in the first place, but, it does mean everyone else can eventually catch up, and thus the sting of missing out on a high quality node is less significant.

For sand, I'd say that at a basic level, sandstone should be breakable in a quern to make sand, and later in a more developed player may be able to use a windmill powered crusher to break down softer stones into sand (Or gravel, a sand-alternative.)
Likewise, an alternative route for glass could be Quartz > Crushed Quartz > Quartz Glass.

In terms of localised resources, I think having them be claimable at all goes against the spirit of the idea, and the current situation where people just palisade around them is pretty lame.

I'd suggest they should despawn and respawn around the world on a fairly long timer, but, I don't know how realistic that idea is.


Mulch is the only real alternative you have, at least at this point of the game.
Digging wells deeper is crazy expensive, especially after you did it a couple of times already. Water (as a resource) shouldn't be claimable. Anyone trespassing on your claim should be able to fill a barrel, since it's not technically removing anything.
As for bone clay, that's just crazy talk. Bone clay is super expensive to make in the beginning. While I get the idea of claiming Acre clay, since it has a finite amount, ball clay is infinite (sure, it has to respawn, but it's fast). Maybe Theft should be required to get it from a claim.

Much easier is to solve (at least in part) the localised resource - palisade issue. Make anything decay SUPER FAST in a large area around it. Or even just turn it into non-buildable terrain.
That way most resources would be hard or impossible to palisade (anything close to water or on mountains with lost of ridges), and anything else wouldn't be worth the time, if you would need to have a huge palisade and go back daily to repair it.
Another option would be to just make palisades not gain hardness close to those resources. So anyone with a decent STR score could bash it.
I'm sure people would still find ways to be annoying and "claim" those resources, but it would be much harder than just build a 10x10 palisade around it and leaving a stack of wood in it to fix with an alt...

Back to the main topic.
What if claim expansion wasn't about number of squares claimed, but simply about number of expansions? That way all claims together would go in a single pool, and it would be much more expensive.

Let's say you have your first claim on your village. You reached a point where expanding of 1 increment, in any direction, costs you 2k LP. When you place your second claim that claim won't cost you 100 lp to expand of 1 increment, it will cost you 2k. And so on...
This wouldn't completely solve the problem, but it would make it much more expensive for everyone to owns multiple claims, and people would only claim the area they actually need, not huge areas to prevent others from doing anything there.
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Re: Resource claims are too cheap & easy

Postby NeoBasilisk » Thu Feb 28, 2019 9:05 pm

Is there a compelling reason why claims should have any effect on water at all?
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Re: Resource claims are too cheap & easy

Postby Embers » Fri Mar 01, 2019 7:19 am

So noone would just steal your fishnets? Also you can collect water without any scents but trespassing to get on the actual claim
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