Nerf Cave Anglers

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

Re: Nerf Cave Anglers

Postby wonder-ass » Fri Feb 28, 2020 8:28 pm

doesnt matter what you cheese you still need the survival to actually have them in good q.
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Re: Nerf Cave Anglers

Postby flashshark » Fri Feb 28, 2020 10:59 pm

dorag wrote:thatd be cool idk about rando qualitys on animals instead of nodes b.c that menas that you just hunt all day whichi d enjoy tbh looking for the highest quality possible animal


I mean... We had a high quality cave angler spot on our level 1 mine right next to us. We'd just log an alt in every 30 minutes, and if the angler was there, we'd send a strider to kill it.
Regarding other animals? Not a single high quality spot on the central continent. So it wasn't fun for us in the first place. We'd have to travel to another continent every time we tried to get q200+ bears/moose.

My point was that it's zero skill involved in both cases, but it's a bit more fair RNG if all animals have random qualities, rather than having this stuff decided at the moment you settle in a place. You can't check if you're in the highest spot because you don't have the survival needed for it.
This also gives people more reasons to leave their safe palisades for a higher reward potential. Atm if you only have q70 spots around you, you don't even bother with those. You just find a good node somewhere and go there from time to time. This would give us more reasons to attack random animals we stumble upon in the wilderness, rather than ignoring them forever.
This also nerfs the 30 min bot that checks on the cave angler spot every time. Even if the angler spawns, it might be q80 rather than q400 every time.
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Re: Nerf Cave Anglers

Postby Burinn » Fri Feb 28, 2020 11:10 pm

flashshark wrote:Not a single high quality spot on the central continent. So it wasn't fun for us in the first place. We'd have to travel to another continent every time we tried to get q200+ bears/moose.


?????????

Why shoot yourself and your ideas in the leg by saying something as ridiculously unbelievable as this.
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Re: Nerf Cave Anglers

Postby flashshark » Sat Feb 29, 2020 12:09 am

Burinn wrote:Why shoot yourself and your ideas in the leg by saying something as ridiculously unbelievable as this.


https://i.imgur.com/QYpDvEn.png

I shit you not, best I could find on the middle continent was some ~q210 mammoth spot.
At the same time, inside that small circle on the eastern continent? Q300+ deer, q270 bears and q350 moose.

Mind you, I lived on the middle continent for around 4 months, and only spent like 1 1/2 months on the eastern continent, so perhaps there were better spots on the eastern continent.

Or perhaps >q150 difference is not an unfair difference and I'm the wrong one here.
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Re: Nerf Cave Anglers

Postby lwdragon » Sat Feb 29, 2020 11:14 am

By nerfing anglers would not make any difference, as moose, mammoth or bear nodes can be abused same as angler nodes. This game NEEDS to say NO to quality nodes and start using random quality. As shown above, how it is normal to have no good spots in huge area, but then many good spots in so small area.
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Re: Nerf Cave Anglers

Postby Vraatjuh » Sat Feb 29, 2020 12:21 pm

lwdragon wrote:By nerfing anglers would not make any difference, as moose, mammoth or bear nodes can be abused same as angler nodes. This game NEEDS to say NO to quality nodes and start using random quality. As shown above, how it is normal to have no good spots in huge area, but then many good spots in so small area.


No, they cannot be abused in the same way. Because of the amount of players that walk around, especially early game, you cannot refresh the spawn rate of an area every ~20 minutes like you can do in a cave where nobody but you walks.
And the above animals all spawn a lot less than cave anglers anyway.
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Re: Nerf Cave Anglers

Postby jock » Sat Feb 29, 2020 12:24 pm

I think animal quality migrations solves all of this
Perhaps once a week animals should migrate to a randon part of the world.
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Re: Nerf Cave Anglers

Postby Glorthan » Mon Apr 06, 2020 2:43 pm

jock wrote:I think animal quality migrations solves all of this
Perhaps once a week animals should migrate to a randon part of the world.

So basically random spots ;)
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Re: Nerf Cave Anglers

Postby azrid » Mon Apr 06, 2020 7:17 pm

We need rotating nodes so you can't run bots as easily until the end of the world for infinite hq bone.
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Re: Nerf Cave Anglers

Postby Ardennesss » Mon Apr 06, 2020 8:17 pm

azrid wrote:We need rotating nodes so you can't run bots as easily until the end of the world for infinite hq bone.
Indeed, but likely won't happen. This isn't anything new, most people just don't admit they're doing it. People have been botting mammoths for multiple worlds, I'm not even convinced they have the capability to randomize quality nodes dynamically after world gen.
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