Songs of Salt and Ice

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Songs of Salt and Ice

Postby Lunarius_Haberdash » Tue Jun 07, 2016 8:35 pm

So I've been sitting here contemplating the effects of salt and ice and the utter lunacy they represent in the game.

If it isn't clear: Salt and Ice obviate permadeath, making it largely meaningless. If you're going to have a wilderness survival game that proudly proclaims being permadeath, you can't then fill it with things that make permadeath meaningless.

The insta-statted insta-skilled character should be out of reach of EVERYONE.. Including the big factions. That being said I also feel the big factions should have an advantage by virtue of being the big factions. They're an organized group, that takes time, dedication, planning, and coordination. These things deserve recognition.

That being said: My solution for Salt/Ice
Salt should *not* directly reduce hunger. That's just damned abusive and makes bonfires and symble practically meaningless.

Salt: Should significantly reduce the hunger of a single food item, and distributed from a salt shaker/grinder. The process of creating salt should be at least as time consuming as making pepper, and involve the collection of salt water (which would have resource nodes just like sand) which in turn would have to be put in some sort of drying apparatus. Rare spawns of Rock Salt boulders could appear on the map and perhap behave like resource nodes (They can't be lifted, and once removed will cause another to respawn in the world somewhere else 24 hours later)

Pepper: Boosts FEP from food, salt shaker/grinder.

Icicles: Icicles should be applied like Salt and Pepper, and have a limited number of uses. Using them directly reduces the time required to study a specific instance of a curio.

alternately: An ice-chest sort of device should be made that can hold a certain number of curios. After sitting in this box for a period of time (perhaps related to the amount of LP/etc and the quality of the box) the curios therein become Iced curios. These will have a reduced study time. Eventually the ice chest will melt away and another ageless ice will be necessary to craft another. At no time should the duration of a curio be reduced by more than 25%, nor should the ice chest last more than 24 hours.

Resource Nodes: Most should disappear after having been used a certain number of times, and respawn elsewhere in the world. This makes control of a resource node impossible. Resource nodes should have a delay after depletion before they respawn, and only a limited number of them should exist at a time.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
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Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Songs of Salt and Ice

Postby shubla » Tue Jun 07, 2016 8:37 pm

Lunarius_Haberdash wrote:Resource Nodes: Most should disappear after having been used a certain number of times, and respawn elsewhere in the world. This makes control of a resource node impossible. Resource nodes should have a delay after depletion before they respawn, and only a limited number of them should exist at a time.

This would be cool.
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Re: Songs of Salt and Ice

Postby Granger » Tue Jun 07, 2016 9:38 pm

Sounds reasonable.

These resources should start empty though instead of full like this world (which was imho, along with all existing q190+ ore and coal nodes, a fuckup to avoid in the future).

I would also like to see normal resources fluctuate, somewhat along how w3 nodes worked but respawn should be at different locations so you can't claim hq shit eternally and the world keeps changing and exploration is constantly meaningful. Some mechanics to find the nodes that are better than to sample every x tiles would be helpful, something along rustroot (but with different ingredients for soil, water, clay, sand and whatnot) mechanic could do the trick.
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Re: Songs of Salt and Ice

Postby Oswald3 » Tue Jun 07, 2016 9:45 pm

Lunarius_Haberdash wrote:alternately: An ice-chest sort of device should be made that can hold a certain number of curios. After sitting in this box for a period of time (perhaps related to the amount of LP/etc and the quality of the box) the curios therein become Iced curios. These will have a reduced study time. Eventually the ice chest will melt away and another ageless ice will be necessary to craft another. At no time should the duration of a curio be reduced by more than 25%, nor should the ice chest last more than 24 hours.

I actually like this idea, except I think that the study time should be reduced by 50% because using an ageless ice to make the chest should be worth more than only 25%
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Re: Songs of Salt and Ice

Postby Lunarius_Haberdash » Wed Jun 08, 2016 3:46 pm

Oswald3 wrote:
Lunarius_Haberdash wrote:alternately: An ice-chest sort of device should be made that can hold a certain number of curios. After sitting in this box for a period of time (perhaps related to the amount of LP/etc and the quality of the box) the curios therein become Iced curios. These will have a reduced study time. Eventually the ice chest will melt away and another ageless ice will be necessary to craft another. At no time should the duration of a curio be reduced by more than 25%, nor should the ice chest last more than 24 hours.

I actually like this idea, except I think that the study time should be reduced by 50% because using an ageless ice to make the chest should be worth more than only 25%


I actually thought 25% was too much, I'm not a fan of eliminating or mitigating time gating.
jorb: I don't want *your* money. You are rude and boring. Go away.
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Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Songs of Salt and Ice

Postby Astarisk » Wed Jun 08, 2016 4:20 pm

shubla wrote:
Lunarius_Haberdash wrote:Resource Nodes: Most should disappear after having been used a certain number of times, and respawn elsewhere in the world. This makes control of a resource node impossible. Resource nodes should have a delay after depletion before they respawn, and only a limited number of them should exist at a time.

This would be cool.


That defeats the intended purpose of the nodes. They are meant to be a resource people fight over and control... Might as well just remove them instead imo
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Re: Songs of Salt and Ice

Postby shubla » Wed Jun 08, 2016 4:47 pm

Astarisk wrote:
shubla wrote:
Lunarius_Haberdash wrote:Resource Nodes: Most should disappear after having been used a certain number of times, and respawn elsewhere in the world. This makes control of a resource node impossible. Resource nodes should have a delay after depletion before they respawn, and only a limited number of them should exist at a time.

This would be cool.


That defeats the intended purpose of the nodes. They are meant to be a resource people fight over and control... Might as well just remove them instead imo

Thats exactly what is not happening. No one fights over them.
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Re: Songs of Salt and Ice

Postby Kaios » Wed Jun 08, 2016 5:09 pm

Astarisk wrote:That defeats the intended purpose of the nodes. They are meant to be a resource people fight over and control... Might as well just remove them instead imo


Agreed they need to be redone in a way that actually promotes conflict over them. As they are currently I don't feel that they're even worth fighting for, having a salt basin is great but it's not so important that I care to protect one or bother fighting to get one. Same for icicles, same for all of them.

I'm surprised the resources were created so small in size. For example, why the hell isn't the Heartwood tree like 10x the size it is now? To me the resource aspect of it wouldn't even matter at that point because it would be cool as fuck to have this big tree in the middle of my village, but more important it would be much more difficult to wall off. Instead of the salt resource being this 4x4 basin why isn't a more realistic version of one that is actually part of the terrain and spreads out over a larger area? Also meaning the spots would give more than they currently do but would be harder to protect and more worth it to fight for.
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Re: Songs of Salt and Ice

Postby stya » Wed Jun 08, 2016 5:34 pm

Astarisk wrote:
shubla wrote:
Lunarius_Haberdash wrote:Resource Nodes: Most should disappear after having been used a certain number of times, and respawn elsewhere in the world. This makes control of a resource node impossible. Resource nodes should have a delay after depletion before they respawn, and only a limited number of them should exist at a time.

This would be cool.


That defeats the intended purpose of the nodes. They are meant to be a resource people fight over and control... Might as well just remove them instead imo


Do people even fight for their control? The only thing I've seen everywhere is bot, bots, botss doing a race on who will be the first to harvest the node. With dynamic nodes, at least we would have to look for them, travel/scout a lot and get out of our safe zone.

I like the idea :)
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Re: Songs of Salt and Ice

Postby Lunarius_Haberdash » Wed Jun 08, 2016 5:52 pm

Astarisk wrote:
shubla wrote:
Lunarius_Haberdash wrote:Resource Nodes: Most should disappear after having been used a certain number of times, and respawn elsewhere in the world. This makes control of a resource node impossible. Resource nodes should have a delay after depletion before they respawn, and only a limited number of them should exist at a time.

This would be cool.


That defeats the intended purpose of the nodes. They are meant to be a resource people fight over and control... Might as well just remove them instead imo


No one fights over them because they're all already claimed. If a claim wouldn't work, the second one disappears it would be a race to find it first, which at least forms some kind of competition.

Also, as people are already *not* fighting over them, the race to find them at least puts something of competition on the board.

Remember, even though they move about the board upon depletion, they still have a life-span during which they gradually produce resources in declining quality before vampfing off to somewhere else. There is still a resource to control, and then find so it can be controlled again.
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Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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