Steel and Firebrands - because 'Fuck You'

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

Re: Steel and Firebrands - because 'Fuck You'

Postby viznew » Thu May 18, 2017 11:37 pm

mabye steel and silk could take a little bit more time (keeping the value and making it easyier for busy people to keep it going) would add a little bit more value to them mabye too, thou i do love the infecting mulberry with silk worms in the end i dont really feel it would be good for game in general, steel and silk are not noob crafts imo and i like to see them stay that way
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Bump crucibles up to 16 hours.

Postby Massa » Tue Jun 20, 2017 10:28 pm

People have jobs.

The 12 hour limit just feels a little arbitrary. Like there's a level of attention that needs to go into the process but not really much at all, in actuality.

I can't hit it until I get back from work and it's just kind of, like, why? It's not an extra challenge, it's just another piece of the Korean facebook daily incentive.

edit: to add, this game could use some relaxing on the daily incentives. bigger bang for a weekly incentive? it's been my experience that any game with a daily grind or set of chores has, as they produce more dailies, rapidly lost playerbase
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Re: Bump crucibles up to 16 hours.

Postby beardhat » Wed Jun 21, 2017 12:29 am

The idea is that it takes a group of players to produce steel by forcing time overlap.

This idea doesn't work that well in practice due to bots anyway, and its annoying if you're the steel producer, or if your friend logs on to put in the coal but accidentally grabs the crappy coal lowering the quality of steel produced
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Re: Bump crucibles up to 16 hours.

Postby Aceb » Wed Jun 21, 2017 1:47 am

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Re: Bump crucibles up to 16 hours.

Postby Granger » Wed Jun 21, 2017 6:21 am

Aceb wrote:http://www.havenandhearth.com/forum/viewtopic.php?f=48&t=57425

Merged.
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Re: Steel and Firebrands - because 'Fuck You'

Postby Thedrah » Wed Jun 21, 2017 11:41 am

when i do steel, i keep a note of when the last time i filled it was. doesnt take a scientist to figure out 12hours from that point forward

from a hermit who failed a few times at making steel. i say the system should get some failure to it, like make a failed steel batch lose q or revert to cast iron on top of losing completion
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Re: Steel and Firebrands - because 'Fuck You'

Postby linkfanpc » Thu Jun 22, 2017 9:30 pm

Just add other reusable fire-lighting techniques. Bow/Fire Drill maybe. I'd also like it so you require tinder/kindling when using primitive equipment, you can't take a little flaming stick and hold it under a log to make it burst into flames. Although that could get too realistic and annoying and cause more issues than it fixes.
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Re: Steel and Firebrands - because 'Fuck You'

Postby Thedrah » Thu Jun 22, 2017 10:24 pm

for kindle, either make sticks be used as kindle or have 'use an axe' on a stick to make some kindle

i picture a small inventory of 2x2-4x4 where we place blocks/sticks/coal and can have ash and pitbaked goods and such in it
maybe have each tile in the inventory affect touching tiles
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Re: Bump crucibles up to 16 hours.

Postby jorb » Thu Jan 11, 2018 11:15 am

Massa wrote:The 12 hour limit just feels a little arbitrary.


Any timer is arbitrary in some sense.

I like where steel is at. Timers are perhaps not great fun at all times, but they are a reliable way to create value in ingame items. If anyone has better ideas for how to accomplish that last goal, I'm all ears.
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Re: Bump crucibles up to 16 hours.

Postby ctopolon3 » Thu Jan 11, 2018 11:46 am

jorb wrote:Timers are perhaps not great fun at all times

200+hrs on sheep cheese (x4 stages) = mega ingame value
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