Curio balancing

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Curio balancing

Postby pinkslot » Sun Nov 13, 2016 2:00 pm

Last update add to the game opportunity of using fast curios(study time < 8h), but many of them still can not compete with curios from the set that was used by many players before update. I like the idea of alternative between fast curios with high lp/h ratio and slow curios with high total amount of gained lp. Imo, if total lp of some curio 4 times more then other one, its lp/h should be ~ twice smaller. Since study desk was increased curios efficiency, I suggest reduce the effectiveness of some OP curiosities, to balance the system. So, here is a list of such curiosities:

- Seer's stones(4500 lp, 187 lp/h) - the most imbalanced curio, it's crafted from easily accessible and high quality material, and have base ~ 4500 lp for 24h. I propose increase 4 times its study time, and readuce total lp to 3500. So its lp/h will be reduce to 35, and still life (100 lp/h, 450 total), will be have 3 times more lp/h, and 8 times less total lp. Production of this curio is quite annoying: dream catcher harvestring, large number of quality stones. With the new study time it will be a nice curiosity of cornucopia's tier for not too active players.
- Seer's bowl(2000, 250) - also pretty boring in production: large storage for copper nuggets, long smithing, dream harvestring. You should increase the study time and reduce total amount of lp to bring its base atleast to seers tealeves, which much more complexty in producing.
- Bronze steed, (5000, 131) - good metal curio w/o fucking smithing, many people love mining. Just reduce total lp to 3000.
- Seer's spindle(4000, 250), great wax seal(4000, 445), bouquet of flowers(2000, 125)- nice curio for players with developed agricultural and animal husbandry production. Them base total lp should be reduce, by 2, 3.5 and 1.5 times, respectly (lp/h: 2000/16 = 125, 1150/9 = 126, 1400/17 = 82).
- Tiny abacus(4000, 250), tafl board(3000, 176) - troublesome crafting, but without expensive materials. Nice idea with high int requirements. Perhaps you need to increase the study time because of annoying craft, e.g. increase it twice, and reduce the basic lp for the abacus to 3000.

This and some another curios, like tin warrior, cat gold and toy chariot, will be the basis for slow curio set. In contrast, we will have fast curios to encourage players to the development of mass production and hunting: feather trinket, still life, bark boat, straw doll, seer's bones, bat wings.
Perhaps you do not want nerf listed curios, because of it upset many players who are used to them. In this case, you can increase the effectiveness of fast curios in a similar way, to bring them back into the game. Also, if you do not nerf this curios, I would like to increase the efficiency of expensive materials curiosities like: golden tooth, silver rose and silken ribbon, because their production is too expensive now.
Last edited by pinkslot on Wed Nov 16, 2016 3:59 pm, edited 1 time in total.
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Re: Curio balancing

Postby julian12it » Tue Nov 15, 2016 3:52 pm

It's not really needed. The study desk didn't do much but allow botters to turn off their client and run another bot instead. It was the same no matter what.
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Re: Curio balancing

Postby strpk0 » Tue Nov 15, 2016 3:55 pm

Hey, let's make character development even more slow and boring!
No. Removal of reusable curios was already bad enough, not everyone wants to spend entire days crafting stupid things to keep their LP gain at a maximum.
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Re: Curio balancing

Postby infectedking » Tue Nov 15, 2016 4:04 pm

Just no.
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Re: Curio balancing

Postby Potjeh » Tue Nov 15, 2016 4:23 pm

How about curio autobalance: the more a curio is used across the playerbase, the more it gets nerfed, and vice versa ¦]
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Re: Curio balancing

Postby Scilly_guy » Tue Nov 15, 2016 5:02 pm

Potjeh wrote:How about curio autobalance: the more a curio is used across the playerbase, the more it gets nerfed, and vice versa ¦]

I think I suggested this somewhere a long time ago only I was being serious haha.
What about some sort of satiations for curios! :o
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Re: Curio balancing

Postby pinkslot » Wed Nov 16, 2016 3:45 pm

strpk0 wrote:Hey, let's make character development even more slow and boring!
No. Removal of reusable curios was already bad enough, not everyone wants to spend entire days crafting stupid things to keep their LP gain at a maximum.


Yeah, maybe you're right. Curious one of the most boring things in the game. After the introduction of study table I realized that main reason, why I didn't want to play, was I knew that I would have to use curios for all my alts. Actually, my idea was to give the player the opportunity to accelerate LP gaining for a short period for a certain effort(like Mirkwood at the world begining). Perhaps you are right, and in fact it will cause that everybody would have "to spend entire days crafting stupid things ". On the other hand, instead of boring crafting, we could make the production of these curiosities interesting (I think many people love mining, hunting (already gives extra. LP) and livestocking), and also limiting their consumption/production (exp system, some rare but not valuable resources). Set of curio that we use now is not various, production of some of them is boring. The only things what you want make with such curiosities - craft them as little as possible.
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Re: Curio balancing

Postby Teleskop » Wed Nov 16, 2016 4:07 pm

judging by how incredible tryhard some people are,they are going to use only few best curios and that will spread influence over a lot of players :oops:
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Re: Curio balancing

Postby jorb » Mon Jan 02, 2017 12:30 pm

All curios are relative. Making some worse or better just reduces the spread, blablabla.
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