Ideas - Skills, and Items

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

Ideas - Skills, and Items

Postby bojackson » Fri Jan 20, 2017 8:15 am

Foraging skills - to buy/unlock, like how farming skills (gardening/plant lore) gives more seeds, or mining gives more ore or whatever

New skill would maybe cost around 6k - 8k LP, and tier up like gardening ect (another one after that with higher cost)

Gives chance to get 1-2 foragables instead of just 1 (for all foragables? Maybe not the uber ones (elder/bluebells)? I dunno really. I don't think it would be that bad if it did for all.)

Next tier skill costs 12k - 20k LP, gives 2-3 foragables per "pick"

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wool bags - req wool and hemp/flax fiber to craft. give 1 extra row, simple, not as strong as trav sack cus it's easier to get wool ofc

We're Kinda limited with extending inv space with only option being merch robe, trav sack, and backpacks ofc. would be nice to see a few more options. Especially for earlyish game.

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Wooden key ring - with only 2x2 or 1x3 inv size. Something to gap between nothing and metal key ring would be awesome.

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Thanks for considering, keep up the great work bois
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Re: Ideas - Skills, and Items

Postby Blueberry » Fri Jan 20, 2017 10:23 am

All good ideas
berry nice to see you
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Re: Ideas - Skills, and Items

Postby Redkat » Fri Jan 20, 2017 12:19 pm

+1
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Re: Ideas - Skills, and Items

Postby Asgaroth22 » Fri Jan 20, 2017 12:34 pm

bojackson wrote:Foraging skills - to buy/unlock, like how farming skills (gardening/plant lore) gives more seeds, or mining gives more ore or whatever
New skill would maybe cost around 6k - 8k LP, and tier up like gardening ect (another one after that with higher cost)
Gives chance to get 1-2 foragables instead of just 1 (for all foragables? Maybe not the uber ones (elder/bluebells)? I dunno really. I don't think it would be that bad if it did for all.)
Next tier skill costs 12k - 20k LP, gives 2-3 foragables per "pick"

That would make more sense if there were more "rare" drops which would have chance to appear when you pick something (see itsy bitsy/web) then these skills could make the chances better.
But picking 2 forageables would be nice too as a high-end skill. Certainly would help village foragers fill those cupboards with curio.

bojackson wrote:wool bags - req wool and hemp/flax fiber to craft. give 1 extra row, simple, not as strong as trav sack cus it's easier to get wool ofc
We're Kinda limited with extending inv space with only option being merch robe, trav sack, and backpacks ofc. would be nice to see a few more options. Especially for earlyish game.

I don't really suffer from lack of inventory space this W, but it would be nice to have some, +1
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Re: Ideas - Skills, and Items

Postby Sollar » Fri Jan 20, 2017 12:46 pm

World start I enlisted myself as forager for my village. I switched to hunting because there is really no foraging (or at least it's not worth the time). I usually forage the stuff I need during the huting trips. I totally subscribe to your idea, even if it can be abused with bots, at least people have to work some LP and stats on those bots.
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Re: Ideas - Skills, and Items

Postby jorb » Wed Jun 28, 2017 9:56 am

Not bad ideas!
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