End Alt-Harvesting

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

Re: End Alt-Harvesting

Postby waga » Mon Feb 06, 2017 5:17 pm

stya wrote:It's not just that it would still be bottable, it's that you will have 0 chance to compete with bots without timers. Today you can check the node timer, walk to the node and kill the bot, if you take out timers I wish you good luck :)


indeed that would increase the problem....
that being said , no you can't kill the bots.
bot have auto log out and will have rage very soon if they don't already have.

OP's original idea + scents free would solve a large % of the problem ...
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Re: End Alt-Harvesting

Postby Nek » Mon Feb 06, 2017 10:51 pm

It's been said a million fucking times. Make it so those goddamn resources CHANGE FUCKING LOCATION each time.
Benfits of this -
They can't be walled up
Deals with alts logging off next to them and logging in 10 mins before they spawn
Gives shitters the chance at actually being able to grab them sometimes
Stops the world from feeling stale in terms of exploration, you always need to explore more to find more resources rather than just setting a timer and being like "welp, time to log my alt and pick this then get back to what I was originally doing"
Stops the big boys from simply making roads to all the resources so they can check them all in mere minutes.

Negatives of this -
Literally
Fucking
Nothing

I haven't seen it myself, but I've heard whirlpools change location right? Clearly the ability to do this is already in the game if that's the case, so throwing this in theoretically shouldn't be that taxing in terms of work.


What could possibly be wrong with what I'm suggesting here? There's no drawbacks and only positives. Unlike some other band aid solutions that can still be exploited, there's no exploits for this shit. Non what so ever.
Last edited by Nek on Mon Feb 06, 2017 11:27 pm, edited 2 times in total.
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Re: End Alt-Harvesting

Postby Ysh » Mon Feb 06, 2017 10:55 pm

Nek wrote:It's been said a million fucking times. Make it so those goddamn resources CHANGE FUCKING LOCATION each time.
Benfits of this -
They can't be walled up
Deals with alts logging off next to them and logging in 10 mins before they spawn
Gives shitters the chance at actually being able to grab them sometimes
Stops the world from feeling stale in terms of exploration, you always need to explore more to find more resources rather than just setting a timer and being like "welp, time to log my alt and pick this then get back to what I was originally doing"
Stops the big boys from simply making roads to all the resources so they can check them all in mere minutes.

Negatives of this -
Literally
Fucking
Nothing

I haven't seen it myself, but I've heard whirlpools change location right? Clearly the ability to do this is already in the game if that's the case, so throwing this in theoretically shouldn't be that taxing in terms of work.


Debate me fuckers. What could possibly be wrong with what I'm suggesting here? There's no drawbacks and only positives. Unlike other band aid solutions that can still be exploited, there's no exploits for this shit. Non what so ever.

There is difference between whirlpool and land resource because the men can not build in water. And there are no objects in water. Plus I think that these whirlpool only change destination, not physical locating, but I am not sure.

I think only drawback of movement of resource, is abusing new location. I assume they can not spawn where there is object or where there is claim. For resource with limited biome spawning (e.g. mountain resource), how to handle if grouping claim all but small area of mountain, then wall in that area?
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Re: End Alt-Harvesting

Postby xdragonlord18 » Mon Feb 06, 2017 11:01 pm

Nek wrote:It's been said a million fucking times. Make it so those goddamn resources CHANGE FUCKING LOCATION each time.

is it each time they r harvested or is it each week how often do they move and do they have a range or is it literally completely random and what about resources that appear in limited locations like the 1s that can only spawn on mountains and can they spawn on claims and what if there is no room for them to spawn except where they were originally also what is to stop people from finding them after they move and then leaving an alt logged off at them it doesnt sound better it just sounds more tedious
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Re: End Alt-Harvesting

Postby Kearn » Mon Feb 06, 2017 11:05 pm

i think the primary issue with localized resources is that some of them are borderline useless while others are absurdly overpowered. it also seems like the regen rates for some are retardedly low (pit clay) and that their locations are far too rare

the world needs to be expanded and populated with far more localized resources so that one or two factions cant control the mountains in the game and deny the entire rest of the game population access to those resources

it feels like the static locations should remain but that there should also be dynamic spawns, either as rare, ungrindable fate forageables or as temporary and permanently-depleted localized resource spawns

access to mountain forageables and resources is already hard enough considering how small the world is and the rarity of mountains without this retarded murderfest gameplay over radically unbalanced and broken localized resource mechanics

i know people have previously suggested having a resource spawn immediately on another location of the same time upon harvesting, but that would just completely break the game with things like ice due to the very low overall number of locations. it feels like ice and salt need nerfs to bring down their importance to more sane levels
Last edited by Kearn on Mon Feb 06, 2017 11:09 pm, edited 1 time in total.
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Re: End Alt-Harvesting

Postby Nek » Mon Feb 06, 2017 11:07 pm

Ysh wrote:There is difference between whirlpool and land resource because the men can not build in water. And there are no objects in water. Plus I think that these whirlpool only change destination, not physical locating, but I am not sure.

I think only drawback of movement of resource, is abusing new location. I assume they can not spawn where there is object or where there is claim. For resource with limited biome spawning (e.g. mountain resource), how to handle if grouping claim all but small area of mountain, then wall in that area?


I have huge doubts that people can claim the majority of a mountain, but let's just assume they can for a moment, we could always go with my suggestion I posted in another somewhat related thread. Disallow building things on mountains, similar to beeches I suppose.
See here's the thing. Disallowing building on mountains would be an enormous benefit for the simple fact that the only things I've ever seen built on mountains are things to abuse shit.

xdragonlord18 wrote:
Nek wrote:It's been said a million fucking times. Make it so those goddamn resources CHANGE FUCKING LOCATION each time.

is it each time they r harvested or is it each week how often do they move and do they have a range or is it literally completely random and what about resources that appear in limited locations like the 1s that can only spawn on mountains and can they spawn on claims and what if there is no room for them to spawn except where they were originally also what is to stop people from finding them after they move and then leaving an alt logged off at them it doesnt sound better it just sounds more tedious

I'm unsure about the specifics on times and what not, I suppose that could be left up to the devs discretion. We could always just complain if it's too short/long after we've tested it. And then have to wait forever for it to be changed again, but alas.

Mountains should still be getting a similar amount of resources as they get right now though, they should consistently be the hot spot for them to encourage conflict. You wanna get the most resources possible? Better travel in a group while searching a mountain and expect combat.
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Re: End Alt-Harvesting

Postby stya » Mon Feb 06, 2017 11:15 pm

Nek wrote:Disallowing building on mountains would be an enormous benefit for the simple fact that the only things I've ever seen built on mountains are things to abuse shit.


M8 http://www.havenandhearth.com/forum/viewtopic.php?f=40&t=47160&p=702769&hilit=retreat#p702769
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Re: End Alt-Harvesting

Postby Nek » Mon Feb 06, 2017 11:19 pm

stya wrote:
Nek wrote:Disallowing building on mountains would be an enormous benefit for the simple fact that the only things I've ever seen built on mountains are things to abuse shit.


M8 http://www.havenandhearth.com/forum/viewtopic.php?f=40&t=47160&p=702769&hilit=retreat#p702769


Alright you got me there.
Still a small price to pay though IMO.
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Re: End Alt-Harvesting

Postby Ysh » Mon Feb 06, 2017 11:19 pm

stya wrote:
Nek wrote:Disallowing building on mountains would be an enormous benefit for the simple fact that the only things I've ever seen built on mountains are things to abuse shit.


M8 http://www.havenandhearth.com/forum/viewtopic.php?f=40&t=47160&p=702769&hilit=retreat#p702769

Pretty much only counterpoint is that it is hurtful for roleplay purpose or unintuitive since the men can live in mountain in real live. I think this is not very strong argument, but it is not nothing.

Otherwise I guess only issue is if you can build wall + claim around entire mountain instead. This sounds like big work yes, but too big? Maybe not. But at that point maybe it is fine that the other men must tear down this wall if this is what happens.
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Re: End Alt-Harvesting

Postby SacreDoom » Mon Feb 06, 2017 11:23 pm

Ysh wrote:Otherwise I guess only issue is if you can build wall + claim around entire mountain instead. This sounds like big work yes, but too big? Maybe not. But at that point maybe it is fine that the other men must tear down this wall if this is what happens.


If you wall in an entire mountain I think you deserve those resources.
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