End game tech skills

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

End game tech skills

Postby Kalacia » Fri Mar 11, 2016 1:42 pm

Tech idea.

Currently tech is a little… off. Getting hard leather after iron and in some cases… steel. But that’s not where I am at, that is a thread for another day and a thread that has already been discussed. Right now, we have a single linear tech tree… that is generally uncovered rather quickly. Then comes the slow march of making said tech/items better via quality. But what about exclusive tech:
Lets take for example… Magic, but the same logic could be applied to industry or weapon smithing just with different sub skills.

The player makes a curio. This curio takes a lot of time and rare resouces. When its been studied, it gives LP and opens the skill Magic to be bought. Whatever the cost Player 1 takes it. Gets access to a basic skill… lets for examples sake say a “fire stick” this uses no stamina to light a fire. Just like flint and tinder.
Later, player 1 discovers that if they study the curio for magic and another rarely made curio.. they get access to ritual magic or alchemic magic (if another curio was combined with the first). Player chooses ritual… cannot choose any now as a choice has been made. gets to make some more shiny shit for this skill… but now unlocks a new “stat” magic. This magic stat gives mana (or another “special” resource for the skill tree taken). Now, you are thinking meh… another skill to learn. Ill just have 6 alts and use them all. BUT!

Each claim can only have one tech skill path active at any time, so for example sake… lets pick ritual magic. Now I know what you are thinking now, ill just make an alt claim a little outside of the village and do “alchemic magic” there, then bring my goods into the village. Great idea, encourages trade, which is part of the point.
But to prevent one village or player doing it all… any claims within a certain distance (naturally would need testing and balance) will receive negative modifiers if another tech skill type is within that distance. Village claims will overpower “player” claims, and older player claims will overpower newer player claims. This tech skill is chosen on the claim idol. If no skill is chosen, then there will be massive penalties to anything higher then skill teir 1. Maybe even prevent the tech skills use.

Also keep in mind, this type of tech should be made that hard to acquire initially… so people can’t just rush for it. To do this, we could do a number of things. To get the skills we should work for them. We would need a curio, either a rare drop, or a hard craft. It will give LP but also unlock a teir 1 skill. To get teir 2, you would need the initial curio for teir 1, plus another… the other will unlock a sub teir… not random. Teir 3 will need teir 1, teir 2 and then another, again, it will unlock something based on that curio. Here we would need the curios relevant to the skill being learnt… eg, nature magic… should be heavily reliant on forage and farming to get the curios. Not metals and mining, like a blast furnace skill would.

All of this will give people things to do mid to late game. I also accept that this is a long post, and it’s a lot to take in.

TLDR, give us some end game skills that are hard to get, but let us have something to work towards after 2 months.
Last edited by Kalacia on Fri Mar 11, 2016 3:46 pm, edited 1 time in total.
User avatar
Kalacia
 
Posts: 461
Joined: Wed Mar 24, 2010 12:03 pm
Location: Digging

Re: End game tech skills

Postby ven » Fri Mar 11, 2016 3:05 pm

Signed. Linearity is a common complaint about the game. Everything is a step toward something better, not toward something different. Changes to that would be great.
Venator
ven
 
Posts: 1120
Joined: Tue Feb 09, 2016 12:17 am

Re: End game tech skills

Postby azrid » Fri Mar 11, 2016 7:44 pm

Always support more skills.
Image
Image
User avatar
azrid
 
Posts: 3315
Joined: Mon Oct 17, 2011 11:33 pm

Re: End game tech skills

Postby CloudJhi » Sat Mar 12, 2016 12:01 am

I halfheartedly support this.

I am always in favor of more things to do end game.

Just one qualm is the restriction on one player or one village doing it all.
I'm the kind of person who only plays on one character, maybe two at most, and I find joy in working with other people.

If my villagemate wants to practice ritual magic, I don't want to be locked out of or penalized for having fancy smithing and mining related skills :u
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
User avatar
CloudJhi
 
Posts: 456
Joined: Thu Aug 09, 2012 11:06 am
Location: The Pearl of the Orient

Re: End game tech skills

Postby Kalacia » Sat Mar 12, 2016 11:43 pm

CloudJhi wrote:I halfheartedly support this.

I am always in favor of more things to do end game.

Just one qualm is the restriction on one player or one village doing it all.
I'm the kind of person who only plays on one character, maybe two at most, and I find joy in working with other people.

If my villagemate wants to practice ritual magic, I don't want to be locked out of or penalized for having fancy smithing and mining related skills :u


The thing with this is, that a village would get all the tech... meaning they dont need to trade for it, or making it just another bunch of skills to alt for it.

I get you dont want to be locked out, but that should be discussed within the village. My idea would not be to lock out at teir 1... only teirs higher than that.
User avatar
Kalacia
 
Posts: 461
Joined: Wed Mar 24, 2010 12:03 pm
Location: Digging


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Dotbot [Bot] and 1 guest