Old Growth System Was Better

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

Old Growth System Was Better

Postby Daktoria » Fri Aug 05, 2016 12:16 am

I'm not sure why you guys changed things from how it used to be. The old ideology system where you had to move the sliders every several hours was great since it let you time when to log in easier and let you customize your character's strengths and weaknesses. The new experience points seem pointless, and the hunger points are aggravating since you can't eat as much as you wanted to like before (as long as you were working enough to drain your stamina and drink water to replenish it while your energy went down).

I wouldn't mind the hunger system if there was a "digestion process" for attributes to activate as well as metabolism to play with so the more active your character is, the faster attributes would activate and the faster hunger would be consumed, but that doesn't happen. As it is, it isn't clear what the dissociation between hunger and energy is supposed to represent.

You guys had a great thing going before, and I get the impression that you changed it just to have something new. I know some people don't like the saying, "If it ain't broke, don't fix it," because it tolerates mediocrity, but what you had before was much more than mediocre. The system now seems more mediocre than before.
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Re: Old Growth System Was Better

Postby Vengyr » Fri Aug 05, 2016 12:33 am

I think old belief system was extremely stupid, accomplishing only one real thing - delaying one's character from real learning ability and slowing down early mining (I recall in w6 I had to mine before I got full industry due to race). Sliders were either mandatory or worthless (life>death, but didn't matter much; day=night=useless). New skills are much better than that crap.
As it is, it isn't clear what the dissociation between hunger and energy is supposed to represent.

I think it is rather obvious/clear. In old Haven hunger-restoring food was usually seen as bad one, however needed in specific cases (like a barrel of beer was the best miner's friend). Here, hunger got separated from energy to prevent very stupid mechanics that allowed infinite consumation of food for sake of stats w/o any effort. The energy is here to still allow one to eat forever if he needs it, but not for sake of stats.
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Re: Old Growth System Was Better

Postby bojackson » Fri Aug 05, 2016 3:16 am

Hmm I like the idea of the metabolism and having a character be active should reduce hunger. Although I'm not sure how they could do it without it being easily bottable. Like if they have hunger reduced by digging for example people would just sit there and dig afk (obvious yes, but it would be similiar for other actions). Unless it was well programmed with a magic touch of random somehow (like we walk a certain amount of tiles from our hearth fire to exercise kinda?).

At least the experience system is somewhat more random and forces us to go out and explore, searching for ways to earn more exp. Last time I played I remember not really having an issue with experience, like it just comes to you from different actions and I ended up not being able to use it up fast enough, even with heavy exp curios.

The newly implemented quests help a bit with hunger, as it's a reward from quests to have your hunger reduced.

I wasn't a big fan of the personal belief sliders in legacy, it just took way to long to get them how you wanted. And it was silly imo to have damage reduced for extra LP gain (peaceful), we want to punch stuff as noobs too! xD
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Re: Old Growth System Was Better

Postby APXEOLOG » Fri Aug 05, 2016 7:44 am

Daktoria wrote:The new experience points seem pointless, and the hunger points are aggravating since you can't eat as much as you wanted to like before (as long as you were working enough to drain your stamina and drink water to replenish it while your energy went down)

Experience points is an anti-alt system. And the fact you don't see any sense in it while playing your main character means it works pretty good. As for the hunger - i think it is better then it was in legacy. In legacy you could just eat carrot all day no matter what's going on. When you wanted FEP you just throwed billions of same-food-type into your character. Stupid AF. Now you should think about your hunger meter and plan your meals carefully (except for the Salt case, if you have it then you just don't care)
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Re: Old Growth System Was Better

Postby Daktoria » Fri Aug 05, 2016 2:14 pm

Vengyr wrote:I think old belief system was extremely stupid, accomplishing only one real thing - delaying one's character from real learning ability and slowing down early mining (I recall in w6 I had to mine before I got full industry due to race). Sliders were either mandatory or worthless (life>death, but didn't matter much; day=night=useless). New skills are much better than that crap.
As it is, it isn't clear what the dissociation between hunger and energy is supposed to represent.

I think it is rather obvious/clear. In old Haven hunger-restoring food was usually seen as bad one, however needed in specific cases (like a barrel of beer was the best miner's friend). Here, hunger got separated from energy to prevent very stupid mechanics that allowed infinite consumation of food for sake of stats w/o any effort. The energy is here to still allow one to eat forever if he needs it, but not for sake of stats.


I liked the belief system since it let you switch from rapid learning to security. In the beginning, you would go life, civilization, nature, peaceful, change, and specialize in whether you wanted to play in daytime or nighttime. Later on, you'd go death, barbarism, industry, martial, tradition, and generalize your timing or coordinate with other players in your settlement.

Now... that doesn't exist. :|

In real life, the more you exert yourself, the more you need to replenish whether it's from industrious productivity or just for fun. I didn't mind the beer mining either since it felt like you were a haughty dwarf. Sometimes, short guys have a lot of energy when they get down and dirty to dig deep. lol

The problem now is there's a considerable penalty from overeating that you can only wait out. Before, you could exercise in advance and prevent feeling bloated.
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Re: Old Growth System Was Better

Postby Daktoria » Fri Aug 05, 2016 2:15 pm

bojackson wrote:Hmm I like the idea of the metabolism and having a character be active should reduce hunger. Although I'm not sure how they could do it without it being easily bottable. Like if they have hunger reduced by digging for example people would just sit there and dig afk (obvious yes, but it would be similiar for other actions). Unless it was well programmed with a magic touch of random somehow (like we walk a certain amount of tiles from our hearth fire to exercise kinda?).

At least the experience system is somewhat more random and forces us to go out and explore, searching for ways to earn more exp. Last time I played I remember not really having an issue with experience, like it just comes to you from different actions and I ended up not being able to use it up fast enough, even with heavy exp curios.

The newly implemented quests help a bit with hunger, as it's a reward from quests to have your hunger reduced.

I wasn't a big fan of the personal belief sliders in legacy, it just took way to long to get them how you wanted. And it was silly imo to have damage reduced for extra LP gain (peaceful), we want to punch stuff as noobs too! xD


I've always been a nomadic social explorer, so maybe that's why I'm not a big fan of the adjustment. I agree that the quests help a bit, but they're a bit dumb. You just visit rocks and trees that are really far away while doing tasks that you'd regularly do.
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Re: Old Growth System Was Better

Postby Daktoria » Fri Aug 05, 2016 2:18 pm

APXEOLOG wrote:
Daktoria wrote:The new experience points seem pointless, and the hunger points are aggravating since you can't eat as much as you wanted to like before (as long as you were working enough to drain your stamina and drink water to replenish it while your energy went down)

Experience points is an anti-alt system. And the fact you don't see any sense in it while playing your main character means it works pretty good. As for the hunger - i think it is better then it was in legacy. In legacy you could just eat carrot all day no matter what's going on. When you wanted FEP you just throwed billions of same-food-type into your character. Stupid AF. Now you should think about your hunger meter and plan your meals carefully (except for the Salt case, if you have it then you just don't care)


Well...

...I never used alts, so yea. I'm a bit of a genuine roleplayer who doesn't see value in the game if you cheat. Also, I never ate the same thing over and over since that was boring and I was constantly wandering so I had to find different food sources whether it was fish, berries, land animals, or whatever. The fun of the game comes from doing different things. This isn't like in real life where you can physically feel the task that you're doing and enjoy your niche.

In any case, I'm having a bit of a problem with the hunger versus energy system now. My hunger is content while my energy is at 6457% (why is it out of 10000 instead of 100?), and I can't heal. I'm saying this while I have 7 food groups active, and none are below 80% either, so I have a well-rounded diet.
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Re: Old Growth System Was Better

Postby NOOBY93 » Fri Aug 05, 2016 2:27 pm

alts = cheating? what? and the basis for all the changes in mechanics are not roleplayers, its's the competitive players that are the reason. In Legacy you could spam tons of the same food over and over to get stats that are mandatory to stay relevant in the competitive scene.
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Re: Old Growth System Was Better

Postby Daktoria » Fri Aug 05, 2016 2:49 pm

...so basically, a bunch of competitive wise guys who gamed the system provoked the devs into changing the system such that honest players who don't screw around were forsakened.

That's great. It's no wonder the game's population remains so low.

In the mean time, my energy goes from 6457 to 5743 while my hunger goes from 10% content to 7% content, and all I'm doing is wandering the wilderness to complete quests in hopes that it will give me a hunger crash.

This is seriously broken.
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Re: Old Growth System Was Better

Postby NOOBY93 » Fri Aug 05, 2016 2:58 pm

Daktoria wrote:...so basically, a bunch of competitive wise guys who gamed the system provoked the devs into changing the system such that honest players who don't screw around were forsakened.

That's great. It's no wonder the game's population remains so low.

In the mean time, my energy goes from 6457 to 5743 while my hunger goes from 10% content to 7% content, and all I'm doing is wandering the wilderness to complete quests in hopes that it will give me a hunger crash.

This is seriously broken.

First off, "honest players"? It's a game, different people have different playstyles. Some like roleplaying, others like competing. It's a sandbox game, not a roleplaying game. What makes you the honest one? That's most entitled shit I've heard in my life.
Second, forsakened? None of the mechanics that try to remove mechanic abuse by competitive players are a detriment to roleplayers.
Third, if your energy is going down, try uh... Eating? WAOW

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