Require Sieging to Destroy Knarr Dock

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

Re: Require Sieging to Destroy Knarr Dock

Postby Kaios » Wed Jul 03, 2019 2:37 pm

Nidbanes were never good they were either useless or too powerful in groups and have always been very low effort to create. Also you are saying you like nidbanes? Because I’m pretty sure most pvp players view them as entirely unnecessary.

Your tar is not going up in value because a dock can be broken, tar is so easy to make that I’m surprised low quality tar would have much trade value at all considering I am just one guy and I produce more tar than I’ll ever be able to use on my own. If you want to sell some decent tools for tar or tarsticks that’s great for you but that doesn’t mean anyone has actually been selling tarsticks to you in large amounts. Maybe a hermit trades tarsticks for his first tool upgrade but after that the tools you’re selling for those are subpar compared to what metal already goes up to now.

You said yourself that no one is really smashing docks so would that not need to happen first for a product to increase in value and necessity and then it would be worth more? Right now you’re just selling tools for tarsticks because... Well I don’t know why you would I guess maybe you picked something easy to make that newbies can afford which is nice but it has nothing to do with docks.

Seriously dude if you’re so interested in creating political reasons for resource drain then think of something better that could be interesting for all parties involved and suggest it but don’t argue with me about the merits of knocking down someone else’s sandcastle because you can as there aren’t any and mechanics that encourage behaviour like that only cause players to quit the game which I assure you hurts the economy way more than the amount you think you’re helping.
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Re: Require Sieging to Destroy Knarr Dock

Postby azrid » Wed Jul 03, 2019 2:59 pm

Strongly disagree with you.
Thanks for bartering the value of tar down in your post as well.
Shows perfectly how docks are balanced.
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Re: Require Sieging to Destroy Knarr Dock

Postby Kaios » Wed Jul 03, 2019 3:01 pm

No clue what you're talking about and I don't care about your shitty barter stands anyways, when this game finally dies at least I can say I tried my best to make suggestions and give criticism that would hopefully balance and improve things and I never made any suggestions based on a dislike for a single group or individual.
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Re: Require Sieging to Destroy Knarr Dock

Postby loleznub » Wed Jul 03, 2019 5:49 pm

Kaios wrote:Your tar is not going up in value because a dock can be broken, tar is so easy to make that I’m surprised low quality tar would have much trade value at all considering I am just one guy and I produce more tar than I’ll ever be able to use on my own.


Threads over boys, OP has admitted that tar is incredibly easy to come by and will never be an issue no matter the quantity. That being said, I see no reason to change the current system in place.
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Re: Require Sieging to Destroy Knarr Dock

Postby Kaios » Wed Jul 03, 2019 6:01 pm

loleznub wrote:Threads over boys, OP has admitted that tar is incredibly easy to come by and will never be an issue no matter the quantity. That being said, I see no reason to change the current system in place.


I don't know who thought otherwise except for the few people in this thread trying to say that it's not. It does become an issue for some players but that's mostly hermits and smaller villages, large villages and factions and even determined individuals can make huge amounts of tar en masse. How can a material be increasing in value if I've also somehow "bartered it down" in a single post? Could it be because no one actually attributes that high of a value to tar in the first place and the whole argument around draining resources is bullshit?

If you really cared about increasing the value of something then perhaps you might suggest that higher quality tarsticks and other materials used would increase the soak value of a dock.
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Re: Require Sieging to Destroy Knarr Dock

Postby loleznub » Wed Jul 03, 2019 7:05 pm

I don't think hermits and smaller villages have this problem at all, though.

source: am hermit...

I also don't think this post has changed the price of tar sticks, either, so that's awfully bold of you to think you've changed something in a single post. The reason tar sticks have value is that it's boring to make. Anyone and I mean anyone, can indeed make massive amounts of tar sticks. All it takes is 10-20 tar kilns filled with pine blocks 24/7. Then to harvest the coal and repeat.

As for draining resources, if you think that's "bullshit" then this isn't the game for you. Believe it or not, resource drain is a very base of the game and is what gives items value in comparison to other things. Food, Curiosities, Tree planting, Spiraling are all key elements of the game that are in the game specifically designed to drain the players' resources. And since I know you're not going to understand why they drain your resources I'll even further elaborate:

Food: Requires you to go hunt, farm livestock, plant herbs, forage and use those resources (I.E DRAIN) to eat food just to replenish energy for other tasks. Gaining attributes is just an added bonus to make it feel worthwhile.
Curiosities: Requires you to hunt, farm, craft, forage, mine resources to be used (I.E DRAIN) to further develop your character so you may accomplish tasks quicker.
Tree planting: Requires you to farm, hunt, and experience the game (dig deeper for water q) so you can use these resources (I.E. DRAIN) for other aspects of the game.
Spiraling: Requires you to mine, tree plant (coal), and hunt (bone clay) so you can use these resources (I.E DRAIN) for other aspects of the game.
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Re: Require Sieging to Destroy Knarr Dock

Postby Kaios » Wed Jul 03, 2019 7:18 pm

loleznub wrote:I also don't think this post has changed the price of tar sticks, either, so that's awfully bold of you to think you've changed something in a single post.


dude I didn't say that, he did:

azrid wrote:Thanks for bartering the value of tar down in your post as well.


And instead of only increasing soak value, higher quality materials used for a dock could also decrease the cost of weariness when traveling back. There you go two things that are about a million times better at making docks a viable target of destruction and giving value to materials by a means other than relying on tedium to generate that, as if tedium generates anything other than boredom.

azrid wrote:Causing tedium to your enemy is a pretty great mechanic.
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Re: Require Sieging to Destroy Knarr Dock

Postby azrid » Wed Jul 03, 2019 7:56 pm

It was just a comment to illustrate how you did my job for me. I didn't mean to give you an idea that you have some kind of magic powers.
You explained along with Rawrz how cheap docks are to make.
Balanced.
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Re: Require Sieging to Destroy Knarr Dock

Postby Kaios » Wed Jul 03, 2019 8:05 pm

azrid wrote:You explained along with Rawrz how cheap docks are to make.


I never stated otherwise anywhere in this thread, my very first post compares the cost of docks to the cost of knarrs and seamarks and the difference in their destructibility. I'm not the one saying that docks being easily destructible adds value to tar. I even said earlier that if at the very least it took a reasonable amount of time to break them that would be fine as well but you're ignoring all those points to justify some dumb tedium argument.

loleznub wrote:The reason tar sticks have value is that it's boring to make.


And it's exactly the case. Anyone can make a hell of a lot of low quality tar but that is the reason most people don't and the reason why eventually if you continually smashed someone's dock it wouldn't add to the game play at all. It would, as you say, only cause tedium and if you truly believe additional tedium makes for more interesting content and an overall better game I don't know how to respond to that.
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Re: Require Sieging to Destroy Knarr Dock

Postby Ants » Wed Jul 03, 2019 8:11 pm

If docks were only smashable with siege engines, couldn't people build troll docks in the middle of rivers to block their enemies path to the outside world?
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