Nomad credo is too harsh on npc travel time requirements

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Re: Nomad credo is too harsh on npc travel time requirements

Postby Flyrella » Sun Nov 12, 2017 2:28 pm

loftar wrote:If you don't like journeying, maybe you shouldn't try to be a nomad? :)

I don't want to be a nomad but I want larger inventory :cry:
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Re: Nomad credo is too harsh on npc travel time requirements

Postby jorb » Sun Nov 12, 2017 2:44 pm

Granger wrote:I think 'tame x' for a nomad crodo quest is as misplaced as 'deliver x gem to y' for a farming credo would be.


Name me one nomadic people the main industry of which is not one form of animal husbandry or another. The keeping of animals as mobile capital is essential to at least my conception of what it means to be nomad.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby Granger » Sun Nov 12, 2017 4:20 pm

jorb wrote:
Granger wrote:I think 'tame x' for a nomad crodo quest is as misplaced as 'deliver x gem to y' for a farming credo would be.


Name me one nomadic people the main industry of which is not one form of animal husbandry or another. The keeping of animals as mobile capital is essential to at least my conception of what it means to be nomad.

While you have a point with that, the game completely dosn't support that kind of lifestyle at all - unless we alt the security issues away by sending out an advanced party to claim and wall the next (more or less temporary) settlement/camp some days in advance.

But even doing that it leaves us with one question: why move at all if it simply means having to go through the downsides of setting up yet another settlement, when it provides no benefits at all compared to the last/current one? (stuff like getting away from nearby dickheads aside)

Thinking more about what I really dislike about the 'tame x' or 'wait for y': the 'cost' of credos (raising difficultly level) is in the amount of serialized quests, not in the amount of tasks to complete.

So... what about, instead of serializing them into individual quests (as currently) that force us to sit out timers to progress, you give us the list of all the tasks to complete for this level upfront, to complete at our leasure?

You could press that into your current implementation by the start of a credo level spawning all the tasks as quests, the only thing to change would be that abandoning one of these would spawn additional ones (like two new ones, plus an additional one per time we already abandoned in that level or even the whole credo) instead of reducing the level of the credo. And while at it, make external failures of quests (people that destroy questgivers) simply redirect to a new questgiver (or relocate the destroyed one to some object nearby).

Then I would have less of a problem with pointless long-term objectives (like taming an animal I already have plenty of, planting more trellis crops than a faction ever will need, harvesting enough wheat for a year of my baking, studying stuff that noone would ever study willingly or gathering a curio/experience I'm very unlikely to see) as one could work on the other, easier to reach, objectives in the meantime while the timers run on the suff that's just there to slow us down.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby DDDsDD999 » Sun Nov 12, 2017 7:35 pm

Granger wrote:Why are three 'tame x' style quests in the nomad credo

Signed, like what the fuck.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby MagicManICT » Tue Nov 14, 2017 6:32 pm

jorb wrote:
Granger wrote:I think 'tame x' for a nomad crodo quest is as misplaced as 'deliver x gem to y' for a farming credo would be.


Name me one nomadic people the main industry of which is not one form of animal husbandry or another. The keeping of animals as mobile capital is essential to at least my conception of what it means to be nomad.

Until the game reaches a point where one can viably do this actually living as a nomad, I'm going to have to agree with Granger that these need to be shelved (removed from the list of quests). Though I'm pretty sure most people doing this line of quests actually have some sort of base of operations, so these taming quests are practical, even if slow.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby GamingRAM » Tue Nov 14, 2017 8:07 pm

jorb wrote:
Granger wrote:I think 'tame x' for a nomad crodo quest is as misplaced as 'deliver x gem to y' for a farming credo would be.


Name me one nomadic people the main industry of which is not one form of animal husbandry or another. The keeping of animals as mobile capital is essential to at least my conception of what it means to be nomad.


There's a lot of things not yet in the game that hinder the Nomad style of life.

https://en.wikipedia.org/wiki/Lavvu

A form of "portable" land claim could help (I would go as far as say it is essential). Plop this down and have a small piece of land (10x10?), a "house" (inside the tent), and the Lavvu also acting a hitching post. Coupled with the ability to craft rope without ropewalk, portable inventory drying rack, a small version of a clay kiln, wild beehives and other means of early-game food, and 1-man log canoe (you can give the tar-requirement to rowboats then), then I believe a Nomad way of life can be more feasible.

Consequently the credo could then reflect the new content.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby blank » Tue Nov 14, 2017 8:20 pm

lol you guys sure do cry alot.. pclaims ARE CHEAP. find a small cave (not the mine cave but the other cave) claim that sum of an itch and you are safe? lel thats what i do if i have to travel far far away from the place im originally stay at, if thats not enough protecting use pick it fence. nobody is going to break into your little fence base XD trust me if they do they they literally have nothing better to do.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby MagicManICT » Wed Nov 15, 2017 9:03 am

GamingRAM wrote:ability to craft rope without ropewalk [...] small version of a clay kiln[.]

Believe it's been requested (and aruged) that the rope walk should be collapsible much like the roasting spit. I'd have to do some digging to find the thread/posts.

Not sure I've seen a "portable" kiln like this, though I have seen small, quickly built ones that can be used to make small, simple pottery, roofing tiles, and such.
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Re: Nomad credo is too harsh on npc travel time requirements

Postby ricky » Wed Nov 15, 2017 5:02 pm

While I like the idea of having a viable nomad profession/lifestyle in Haven, I feel you guys are stretching what exactly a real nomadic people could accomplish.

In reality, a nomadic people hunt and gather (and raise livestock, but that's currently not viable) and hadn't the time for farming, pottery, or any of the other various skills and trades associated with a sedentary lifestyle. In addition, the most often any nomadic people travel in real life is around every two weeks, usually when food runs out.

I realize translating real life scenarios to a game isn't reasonable, but you can simply ask to be able to do everything a traditional settler can do. At that point there's no discernible difference between nomads and traditional playstyles, you'll both end up doing the same thing except one moves a lot
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Re: Nomad credo is too harsh on npc travel time requirements

Postby ven » Wed Nov 15, 2017 5:31 pm

ricky wrote:While I like the idea of having a viable nomad profession/lifestyle in Haven, I feel you guys are stretching what exactly a real nomadic people could accomplish.


While I agree with you if we're talking about item quality and technology, there's the case of this people:
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The turks and the hungarians were nomadic too and they were super annoying to established cities, and some germanic tribes also kept wandering through europe for centuries so nomadism doesn't go far at all from the game's theme.

I think we should make a distinction between "wandering all the time" and "wandering, stopping for a while, then leaving again", which is more realistic. I think what nomads need are QoL mechanics for those short stops, like mobile housing/tents/yurts, better credo features (like higher meat yield, faster leather drying, ability to see a unique low-level multipurpose forageable). They shouldn't be able to compete in quality and security with walled villages, but they shouldn't be completely ignored either.
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