[QoL] Inspect water, sand, earth,

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

[QoL] Inspect water, sand, earth,

Postby iamahh » Fri Oct 28, 2016 12:39 pm

use inspect action to check water, sand, earth, etc...

without having to dig or collect... https://youtu.be/rfwz3pHuJdE
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Re: [QoL] Inspect water, sand, earth,

Postby APXEOLOG » Fri Oct 28, 2016 12:45 pm

I think this would be nice. Let it be affected by survival cap, but at least we will have less pointless actions (imagine inspect water instead of take bucket -> click on the water -> place bucket in hand -> empty bucket, 1 action instead of (at least) 4)
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Re: [QoL] Inspect water, sand, earth,

Postby azrid » Fri Oct 28, 2016 1:35 pm

agreed
I don't like seeing those little dots on the map just because people need to find a good soil node.
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Re: [QoL] Inspect water, sand, earth,

Postby maze » Fri Oct 28, 2016 1:52 pm

+1 for helpful systems that can make me more lazyer.

only being able to check quality of quality of things you're next too or standing on (just to clarify so that we don't end up a super mapper bot/ custom client exploit. The current explorer quality mapping bot just wanders around taking samples slowly- but that's a never solved problem and as APXEOLOG puts it- it would need to have it cap by suv what prevent it from getting out of hand to quickly...still gets to out of hand....)
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Re: [QoL] Inspect water, sand, earth,

Postby Ysh » Fri Oct 28, 2016 4:01 pm

azrid wrote:agreed
I don't like seeing those little dots on the map just because people need to find a good soil node.
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Re: [QoL] Inspect water, sand, earth,

Postby Enjoyment » Fri Oct 28, 2016 4:18 pm

I doubt it would be ever implemented. I think Loftar gets his own pleasure, looking on all those little dots, chaotically running on short distances over the server's map. And every time he gets the server message "Oh look! This dude filled bucket with both hands busy!" he is like "Mua-ha-ha!" :twisted: So we will never get some kind of easy terrain quality inspecting.
And, though I do like the original idea, I'll prefer make it little bit more complicated. Maybe we can have another adventure action "get the probe" opened by skill "Pro survivalist (temp name)" (50K cost - req. 50 surv. and 50 expl.)
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Re: [QoL] Inspect water, sand, earth,

Postby eXmart » Fri Oct 28, 2016 9:17 pm

Enjoyment wrote:And, though I do like the original idea, I'll prefer make it little bit more complicated. Maybe we can have another adventure action "get the probe" opened by skill "Pro survivalist (temp name)" (50K cost - req. 50 surv. and 50 expl.)

+1 for this idea.

Rather than an adventure action, "Pro Survivalist" should unlock either:
- Hearth magics
- New recipes for checking qualities

The mechanic of "probing" can function in either way :
- Similar to Dowsing Rod, but depends on the magic/recipe used, it locates the nearest top Q soil / sand / water node
- Display the quality of a 3x3 (or 5x5, or w/e) grids (with the user in the middle)
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Re: [QoL] Inspect water, sand, earth,

Postby APXEOLOG » Fri Oct 28, 2016 9:26 pm

eXmart wrote:The mechanic of "probing" can function in either way :
- Similar to Dowsing Rod, but depends on the magic/recipe used, it locates the nearest top Q soil / sand / water node
- Display the quality of a 3x3 (or 5x5, or w/e) grids (with the user in the middle)

This is too OP
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Re: [QoL] Inspect water, sand, earth,

Postby eXmart » Fri Oct 28, 2016 9:43 pm

APXEOLOG wrote:
eXmart wrote:The mechanic of "probing" can function in either way :
- Similar to Dowsing Rod, but depends on the magic/recipe used, it locates the nearest top Q soil / sand / water node
- Display the quality of a 3x3 (or 5x5, or w/e) grids (with the user in the middle)

This is too OP


Yeap, which is why there's the requirement of getting the "Pro Survival" Skill, and either Spending XP (magic), or making the item(recipe)
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Re: [QoL] Inspect water, sand, earth,

Postby APXEOLOG » Sat Oct 29, 2016 6:38 am

eXmart wrote:Yeap, which is why there's the requirement of getting the "Pro Survival" Skill, and either Spending XP (magic), or making the item(recipe)

This is too OP anyway. For example you can see the quality of enemie's walled spot. If you will make reqs too strong (like 30k exp for one magic use) then it will be useless for world discovering, otherwise it would be too OP. The point is that we just need QoL thing to reduce pointless click count, we don't need uber "SHOW ME TOP SPOT IN THE WORLD" thing, because discovery process is one of the most interesting processes in the new world
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