Idea about revision of curio

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Idea about revision of curio

Postby tyrtix » Tue Jun 21, 2016 12:55 pm

I came up with something for a small revision of curio system.
I believe it may be possible to make it so that some curiosities gives specific experience points for specific abilities, along with some (less) free to use exp. Let's say that forageable ones will have generally all free to use exp, or just a bit for some different abilities, but less than the total of a craftable one, and make the craftable ones have clearly more exp for an ability, maybe two.
This may made useful to trade for specific curios, and also will make more valuable the craftable ones for some players.
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Re: Idea about revision of curio

Postby DisKagel » Tue Jun 21, 2016 1:48 pm

So your idea for the curio system is a little bit confusing to understand, so please correct me if i misunderstand your points.

tyrtix wrote:I believe it may be possible to make it so that some curiosities gives specific experience points for specific abilities, along with some (less) free to use exp.


I think the ability system is fine as it is. Getting "level ups" to them more of an advantage to larger groups who would be able to bot forageable crios/who can mass collect them, and in turn be able to "level up" faster. Also, adding "level ups" to the curios would be pointless if one of the points for using lp is to put into abilities, so it would just add a huge buff to curios. With the exp, giving curios the ability to give exp would be pointless because the whole point of the exp system is so that you have to get exp before you can study a curio.

tyrtix wrote:This may made useful to trade for specific curios, and also will make more valuable the craftable ones for some players.

IMO if you really feel strong about your idea, I recommend rethinking it. About this part, I do like the idea of making some curios more valuable or limited, making them equally accessible by all players making them good for trading. So maybe integrating the fate system(if i understand what it is) a bit more to the current game could be interesting.
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Re: Idea about revision of curio

Postby Ysh » Tue Jun 21, 2016 3:43 pm

DisKagel wrote:So your idea for the curio system is a little bit confusing to understand, so please correct me if i misunderstand your points.

tyrtix wrote:I believe it may be possible to make it so that some curiosities gives specific experience points for specific abilities, along with some (less) free to use exp.


I think the ability system is fine as it is. Getting "level ups" to them more of an advantage to larger groups who would be able to bot forageable crios/who can mass collect them, and in turn be able to "level up" faster. Also, adding "level ups" to the curios would be pointless if one of the points for using lp is to put into abilities, so it would just add a huge buff to curios. With the exp, giving curios the ability to give exp would be pointless because the whole point of the exp system is so that you have to get exp before you can study a curio.

tyrtix wrote:This may made useful to trade for specific curios, and also will make more valuable the craftable ones for some players.

IMO if you really feel strong about your idea, I recommend rethinking it. About this part, I do like the idea of making some curios more valuable or limited, making them equally accessible by all players making them good for trading. So maybe integrating the fate system(if i understand what it is) a bit more to the current game could be interesting.

I think he want for some curio to give LP that you can e.g. only spend for level cooking.
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Re: Idea about revision of curio

Postby ydex » Tue Jun 21, 2016 4:31 pm

have u played Salem? the system there was like that. U'd spam one group of curios for ex. exp and another for ua (or whatever it was called in salem). I really hated that, it felt needlessly gridndy and also it was limiting what to do even more, then the current system used in haven, as instead of getting a bunch of curios while foraging or making a bunch of different ones at base u would go look for only one type of curio etc.

imho I like the turn the game has taken where most curios have similar base lph so you could just do sort of what you want (well until craftable curios gets better q then foraged ones after like two weeks from start) without beeing punished by not getting the lp/losing the lp-race.
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Re: Idea about revision of curio

Postby tyrtix » Tue Jun 21, 2016 10:49 pm

Ysh wrote:I think he want for some curio to give LP that you can e.g. only spend for level cooking.



This, to a limited extent. Let's say that actually a cone cow gives @ql 10 a total of 45xp, the new cone cow will give 30 general and 15 "survival" xp, up to you to spend all in survival or put some in other abilities. This is mainly because the actual curio system makes pointless the variety, except for a small form of micromanagement of the lp/hour gained (experience points used has proven worthless, even for alt managements). At least this may add some variance to the system, maybe.
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Re: Idea about revision of curio

Postby ydex » Thu Jun 23, 2016 6:54 am

no. having to craft wooden crosses all day to raise carpentry just isnt fun. (wooden crosses gave carpentry as stat as well as 2 other stats that I cant rmember what they were.) I rather just fill up on stuff I find while foraging or many different crafted items. crafting a few stuff for one stat makes it way more limited. so pls no.
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Re: Idea about revision of curio

Postby Granger » Thu Jun 23, 2016 8:32 am

ydex wrote:no. having to craft wooden crosses all day to raise carpentry just isnt fun. (wooden crosses gave carpentry as stat as well as 2 other stats that I cant rmember what they were.) I rather just fill up on stuff I find while foraging or many different crafted items. crafting a few stuff for one stat makes it way more limited. so pls no.


Thinking along the idea that some of the yield from a curiosity goes directly into a certain skill could make some curios feasable again instead of being worthless.
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Re: Idea about revision of curio

Postby NOOBY93 » Thu Jun 23, 2016 9:20 am

Granger wrote:
ydex wrote:no. having to craft wooden crosses all day to raise carpentry just isnt fun. (wooden crosses gave carpentry as stat as well as 2 other stats that I cant rmember what they were.) I rather just fill up on stuff I find while foraging or many different crafted items. crafting a few stuff for one stat makes it way more limited. so pls no.


Thinking along the idea that some of the yield from a curiosity goes directly into a certain skill could make some curios feasable again instead of being worthless.

So could buffing the worthless curio. Why overcomplicate the curio system?
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Re: Idea about revision of curio

Postby tyrtix » Thu Jun 23, 2016 1:42 pm

NOOBY93 wrote:
Granger wrote:
ydex wrote:no. having to craft wooden crosses all day to raise carpentry just isnt fun. (wooden crosses gave carpentry as stat as well as 2 other stats that I cant rmember what they were.) I rather just fill up on stuff I find while foraging or many different crafted items. crafting a few stuff for one stat makes it way more limited. so pls no.


Thinking along the idea that some of the yield from a curiosity goes directly into a certain skill could make some curios feasable again instead of being worthless.

So could buffing the worthless curio. Why overcomplicate the curio system?


Are you aware that just buffing the worthless ones makes every curio act the same?
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