Qucksilver poisoning

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

Re: Qucksilver poisoning

Postby Hrenli » Fri Mar 01, 2019 2:56 pm

Mr_Bober wrote:You don't need to make 50 pieces of felt a day


It's not about "per day" because wound is permanent. If it was slowly healing on it's own it wouldn't be a problem. And that's what the thread is about. To do something about it, not necessary remove.
Too old to rock-n-roll, too young to die.
Hrenli
 
Posts: 1169
Joined: Mon Mar 21, 2016 1:39 pm

Re: Qucksilver poisoning

Postby Mr_Bober » Fri Mar 01, 2019 3:00 pm

[/quote]
Hrenli wrote:
Mr_Bober wrote:You don't need to make 50 pieces of felt a day


It's not about "per day" because wound is permanent. If it was slowly healing on it's own it wouldn't be a problem. And that's what the thread is about.


Mr_Bober wrote:If the village is large and needs more of those things, should have more people doing it and splitting the damage among themselves.


Again, if you lived alone and NEEDED felt (assuming for inlay, since the rest is aesthetic or a meh-curios), you wouldn't have to make huge amounts. So the permanent dmg wouldn't be too bad, and would require an ancient root.
On small scale, poisoning is not a real issue.

The problem comes when you want to produce it for lots of people using only one person. Just have multiple people doing it and you'll be fine.
Mr_Bober
 
Posts: 455
Joined: Thu Jan 31, 2019 8:51 pm

Re: Qucksilver poisoning

Postby Hrenli » Fri Mar 01, 2019 3:10 pm

Mr_Bober wrote:Again, if you lived alone and NEEDED felt


You don't NEED to play the game either.

require an ancient root.


Exactly. Cosmetic items requiring ancient root. Risk/reward in this situations seems to be off compared to the rest of the game. You can make only so much of pigment before dying. And there are people who actually enjoyed gathering materials for paintings and do them in an efficient way without sketchbooks (not because they are greedy but because the game provided quite fun way of doing it). One might say that having purple pigment very expensive is realistic (but OTOH historically it was not made using mercury but some stupid clam). But there are better ways to make something expensive in the game. Cinnabar and eggs aren't the cheapest ingredients already.
Too old to rock-n-roll, too young to die.
Hrenli
 
Posts: 1169
Joined: Mon Mar 21, 2016 1:39 pm

Re: Qucksilver poisoning

Postby Mr_Bober » Fri Mar 01, 2019 3:19 pm

Hrenli wrote:You don't NEED to play the game either.

Then don't, if you don't like how it works.

Hrenli wrote:
require an ancient root.


Exactly. Cosmetic items requiring ancient root. Risk/reward in this situations seems to be off compared to the rest of the game. You can make only so much of pigment before dying. And there are people who actually enjoyed gathering materials for paintings and do them in an efficient way without sketchbooks (not because they are greedy but because the game provided quite fun way of doing it). One might say that having purple pigment very expensive is realistic (but OTOH historically it was not made using mercury but some stupid clam). But there are better ways to make something expensive in the game.

Not having the purple pigment (or having a limited amount) doesn't prevent u from enjoying painting, it just makes purple more valuable. Sure IRL the reason for it was different, but does it matter? It still makes it rarer, and that's the whole point.

Hrenli wrote:Cinnabar and eggs aren't the cheapest ingredients already.

What? I can understand cinnabar, kind of, but since when are eggs expensive? You literally get it for free. Coops are cheap, chickens are easy to find, and fodder/water are not an issue... If you're going for cosmetics, it means quality is not an issue either, so u can just build more coops and fill them with whatever crop you can farm. But whatever, this is another discussion.
Mr_Bober
 
Posts: 455
Joined: Thu Jan 31, 2019 8:51 pm

Re: Qucksilver poisoning

Postby Hrenli » Fri Mar 01, 2019 3:26 pm

Mr_Bober wrote:Not having the purple pigment (or having a limited amount) doesn't prevent u from enjoying painting, it just makes purple more valuable. Sure IRL the reason for it was different, but does it matter? It still makes it rarer, and that's the whole point.


As I wrote - there are better ways to make something valuable. The current situation doesn't make it valuable because all you need to do is to press "new char" button on the login screen.

Hrenli wrote:Cinnabar and eggs aren't the cheapest ingredients already.

What? I can understand cinnabar, kind of, but since when are eggs expensive?


The recipe says cinnabar AND eggs. I.e. both of them. You can't make it just from eggs. I did not write expensive mind you. :)

Actually I initially wrote that just adding rare ingredients would make it more valuable, but then thought that not every region has cinnabar on the surface and that's what I meant by "not the cheapest".
Too old to rock-n-roll, too young to die.
Hrenli
 
Posts: 1169
Joined: Mon Mar 21, 2016 1:39 pm

Re: Qucksilver poisoning

Postby MagicManICT » Fri Mar 01, 2019 4:47 pm

Yorla wrote:In this game dangerous substances = cemetery of one-day alts. Does it really add a flavor to the game?

At what point does the damage become low enough that it doesn't bother you to use your primary crafter? Surely there's an answer other than "None."
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18436
Joined: Tue Aug 17, 2010 1:47 am

Re: Qucksilver poisoning

Postby Yorla » Sat Mar 02, 2019 3:50 am

2d0x wrote:I am in any case against permanent sores, but this is debatable. The demand for wax and honey is much higher than living silver. And the chances of mercury poisoning and bee sting are incomparable.

I'm not pro bee stings - don't get me wrong - I'm just pointing out that there is at least a treatment for that, the damage isn't permanent. In case of quicksilver poisoning the answer is one and only - alts. And don't tell me about ancient roots - having kinda permanent set of bee stings on my character prevents me from using this root for anything which I actually want to heal.

There is a magic in the game! Let us use it for healing. Or give us a new credo "Healer": picking some herbs, studying soap and such, crafting medicine, collecting roots, getting some simple wounds, etc, would make character more stoic and could give an ability to create treatment for perma wounds like the poisoning and nerve damage. Please, don't make us make alts!
And here I should apologize for my spelling... But I won't! Deal with it :P
User avatar
Yorla
 
Posts: 166
Joined: Tue Apr 19, 2016 12:37 am

Re: Qucksilver poisoning

Postby azrid » Sat Mar 02, 2019 5:05 pm

I like having things in game that you must avoid or use roots for.
I would even put handling mercury behind skills to discourage alts.
The value of roots and other resources should be made higher with mechanics like quicksilver has and claiming/harvesting the resources like roots should be made harder.
Image
Image
User avatar
azrid
 
Posts: 3302
Joined: Mon Oct 17, 2011 11:33 pm

Re: Qucksilver poisoning

Postby Yorla » Sat Mar 02, 2019 5:52 pm

Again: ancient roots are pointless in case of using one character for crafting and handling the household - number of many different small wounds make it so. I'm not against alts in general, but every one of them have a meaning to me, I respect my hearthlings and don't want to make "soon-be-dead" one just because the game mechanic leaves me no choice. And I'm not even asking to remove the wound or the danger. Let's make something interesting of it. Another idea: Healing quests. Much like credos only shorter and requires some kind of pilgrimage to certain natural wonders, eating by certain diet and crafting sacrificial curios - all for healing especially nasty wounds faster. Or add the healing as a rewards in current questing system.
And here I should apologize for my spelling... But I won't! Deal with it :P
User avatar
Yorla
 
Posts: 166
Joined: Tue Apr 19, 2016 12:37 am

Re: Qucksilver poisoning

Postby Necrisha » Sat Mar 02, 2019 6:03 pm

Having ancient roots prioritize permanent wounds first, and as a rare drop in quests might be a good work around maybe?
Necrisha
 
Posts: 211
Joined: Sat May 27, 2017 7:40 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 59 guests