Unobtrusive, low effort changes 4 early world

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

Re: Unobtrusive, low effort changes 4 early world

Postby Zentetsuken » Tue Aug 02, 2022 1:43 pm

Audiosmurf wrote:
hot takes



it's posts like this that are the reason for ironic shitpost and ironic bad idea posts
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Re: Unobtrusive, low effort changes 4 early world

Postby SnuggleSnail » Tue Aug 02, 2022 1:44 pm

Audiosmurf wrote:>raidboy wants to encourage people to build cheap almost free aboveground mineholes
GEE I WONDER


Hey, I realize you're blatantly trolling, but I think this will seem like a valid point to some people.

1) Most raids (80-90%, easily) happen through caves. Their visitor mechanics are less intuitive than with mineholes, so people get fucked by it way more
2) If somebody is going to build a minehole into their base they're going to do it regardless of if it's cheap or not. If it's going to happen either way, it seems like it's better for it to happen sooner rather than later. Getting raided on day 3 is better than getting raided on day 30.
Last edited by SnuggleSnail on Tue Aug 02, 2022 1:57 pm, edited 2 times in total.
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Re: Unobtrusive, low effort changes 4 early world

Postby DonVelD » Tue Aug 02, 2022 1:46 pm

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Re: Unobtrusive, low effort changes 4 early world

Postby Mashadar » Tue Aug 02, 2022 2:25 pm

Literally all of those are good ideas. Implement them and W14 may just end up as one of the best worlds yet.
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Re: Unobtrusive, low effort changes 4 early world

Postby bumfrog » Tue Aug 02, 2022 2:55 pm

I think these are all great ideas, but there’s probably still a solid reason to be hesitant about making l1 mineholes easier. I understand the point snail’s making (that you might as well be able to make lower-commitment l1 entrances on day 3) but even as someone who would benefit greatly from not having to fuck around in swamps those 3 days for wax I think it’s worth hearing reasonable counterarguments from people more knowledgable about abuseable edge cases than myself.
Shame that no one has yet proven able to provide that. Case in point:

Audiosmurf wrote:literally nothing of value throughout the entire thread

my mans actually unironically uses roasthoppers as an agi food :lol:
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Re: Unobtrusive, low effort changes 4 early world

Postby vatas » Tue Aug 02, 2022 3:14 pm

I had potentially an ABSOLUTELY CANCEROUS idea for the ship dock fast travel.

Instead of TW cost, make it damages the ship based on distance traveled. Of course, this would make "The ship wouldn't survive the voyage" - preventative error message a requirement to be implemented.

Also scales of hitpoints instead of percentage to further make that "ship quality increases HP pool" -idea work.
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Re: Unobtrusive, low effort changes 4 early world

Postby Audiosmurf » Tue Aug 02, 2022 3:18 pm

vatas wrote:I had potentially an ABSOLUTELY CANCEROUS idea for the ship dock fast travel.

Instead of TW cost, make it damages the ship based on distance traveled. Of course, this would make "The ship wouldn't survive the voyage" - preventative error message a requirement to be implemented.

Also scales of hitpoints instead of percentage to further make that "ship quality increases HP pool" -idea work.

Now THIS is an idea
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NORMALIZE IT
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Re: Unobtrusive, low effort changes 4 early world

Postby bumfrog » Tue Aug 02, 2022 3:20 pm

vatas wrote:I had potentially an ABSOLUTELY CANCEROUS idea for the ship dock fast travel.

Instead of TW cost, make it damages the ship based on distance traveled. Of course, this would make "The ship wouldn't survive the voyage" - preventative error message a requirement to be implemented.

Also scales of hitpoints instead of percentage to further make that "ship quality increases HP pool" -idea work.


this actually sounds kinda good. Still I feel like this will over-incentivize building bases near the center of the world, so that the furthest possible travel to dock is from center to a corner of the map.

At the very least, people should not be receiving “your ship won’t survive the voyage,” even if travelling between opposing corners of the map, past like q200(?)
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Re: Unobtrusive, low effort changes 4 early world

Postby SnuggleSnail » Tue Aug 02, 2022 3:25 pm

vatas wrote:I had potentially an ABSOLUTELY CANCEROUS idea for the ship dock fast travel.

Instead of TW cost, make it damages the ship based on distance traveled. Of course, this would make "The ship wouldn't survive the voyage" - preventative error message a requirement to be implemented.

Also scales of hitpoints instead of percentage to further make that "ship quality increases HP pool" -idea work.


Would this ever, in a million years of game-play, a single time make things more fun than just no cost? Maybe don't punish players for exploring???
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Re: Unobtrusive, low effort changes 4 early world

Postby Audiosmurf » Tue Aug 02, 2022 3:30 pm

SnuggleSnail wrote:
vatas wrote:I had potentially an ABSOLUTELY CANCEROUS idea for the ship dock fast travel.

Instead of TW cost, make it damages the ship based on distance traveled. Of course, this would make "The ship wouldn't survive the voyage" - preventative error message a requirement to be implemented.

Also scales of hitpoints instead of percentage to further make that "ship quality increases HP pool" -idea work.


Would this ever, in a million years of game-play, a single time make things more fun than just no cost? Maybe don't punish players for exploring???

Strong Powers like zapping across the entire world simply ought to have a cost, how is that even in question?
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NORMALIZE IT
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