Nerf Cave Anglers

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

Re: Nerf Cave Anglers

Postby SnuggleSnail » Mon Apr 06, 2020 8:21 pm

Rotating nodes wouldn't reduce the power or need for these bots, it'd increase it, because it's greatly increase the quantity of animals needed to be scouted/killed. If your goal is to hinder hunting automation the better option is to normalize animal qualities.

I personally really liked all bears being Q200 in legacy, and all trolls being ?200+25? per cave level?
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Re: Nerf Cave Anglers

Postby Ardennesss » Mon Apr 06, 2020 8:26 pm

SnuggleSnail wrote:Rotating nodes wouldn't reduce the power or need for these bots, it'd increase it, because it's greatly increase the quantity of animals needed to be scouted/killed. If your goal is to hinder hunting automation the better option is to normalize animal qualities.

I personally really liked all bears being Q200 in legacy, and all trolls being ?200+25? per cave level?
Also agreed, legacy quality being directly correlated to animal difficulty made a lot of sense. Maybe something to consider bringing back after they redo the animal AI like they're apparently working on.
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Re: Nerf Cave Anglers

Postby Oddity » Tue Apr 07, 2020 2:09 am

If you keep nerfing shit that literally anyone can take advantage of, then everything will end up like pooled curiosities: instead of everyone getting some and a few botters getting more, it will be botters getting 999 and all the little people get 0.
Last edited by Oddity on Tue Apr 07, 2020 2:11 am, edited 1 time in total.
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Re: Nerf Cave Anglers

Postby Burinn » Tue Apr 07, 2020 2:11 am

I taught Ardennes everything he knows about programming. There is no way he is capable of making bots this sophisticated.
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Re: Nerf Cave Anglers

Postby xdragonlord18 » Tue Apr 07, 2020 2:17 am

Burinn wrote:I taught Ardennes everything he knows about programming. There is no way he is capable of making bots this sophisticated.

It's barely a bot. It's more like an alarm clock.
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Re: Nerf Cave Anglers

Postby Headchef » Tue Apr 07, 2020 6:08 am

flashshark wrote:
flashshark wrote:So I put my vclaim on some random land, dig some minehole, and there it is: q450 cave angler spawn, right under me. What does my enemy get? q80, cause fuck them.

Zero skill, just RNG.
Would be nice if animals didn't have quality nodes, but rather random qualities every time. Or something like (base quality + accumulated bonus from quests + the random extra quality).
Just animals :)


I would like this too actually
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Re: Nerf Cave Anglers

Postby Mario_Demorez » Tue Apr 07, 2020 6:11 am

That idea should apply to hunting AND foraging. This could make foraging and hunting not fall off in long worlds.
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Re: Nerf Cave Anglers

Postby maze » Tue Apr 07, 2020 5:34 pm

so we're all going to farm cave anglers now for insane hide's + leather and push most production past q450 then be stagnant for a few months while farm animals + crops catch up.
In the mean time feeding the miners dried cave angler + animals + composting the meat to make q450 dirt.

Haven and hearth will run off of cave angler. In past world it was mammoth for factions.
I feel most people have access to cave angler, unlike mammoths what are much more rare.

For the Q issue. I feel if the Q of animals node go down with over hunting would be ideal.
base Q for all animals ie anglers being 200.
if you hunt the angler the node Q will lower by 25 and takes 1 hour per Q drop to go back up.
this will make big village have to deal with over hunting in one spot until their stuff becomes craps. and hermits win for being lazy.

What will push factions/ large village into making outpost.
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Re: Nerf Cave Anglers

Postby LaserSaysPew » Tue Apr 07, 2020 10:43 pm

maze wrote:so we're all going to farm cave anglers now for insane hide's + leather and push most production past q450 then be stagnant for a few months while farm animals + crops catch up.
In the mean time feeding the miners dried cave angler + animals + composting the meat to make q450 dirt.

Haven and hearth will run off of cave angler. In past world it was mammoth for factions.
I feel most people have access to cave angler, unlike mammoths what are much more rare.

For the Q issue. I feel if the Q of animals node go down with over hunting would be ideal.
base Q for all animals ie anglers being 200.
if you hunt the angler the node Q will lower by 25 and takes 1 hour per Q drop to go back up.
this will make big village have to deal with over hunting in one spot until their stuff becomes craps. and hermits win for being lazy.

What will push factions/ large village into making outpost.

Won't it also push factions into kosing everyone who had the misfortune of wandering into a high q animal spawn zone?
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Re: Nerf Cave Anglers

Postby MagicManICT » Tue Apr 07, 2020 11:26 pm

LaserSaysPew wrote:Won't it also push factions into kosing everyone who had the misfortune of wandering into a high q animal spawn zone?

Is that any different than the current game?
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