Worldly Exploration rant.

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

Worldly Exploration rant.

Postby Nek » Wed Jan 25, 2017 12:59 pm

I tried to avoid doing this, but I can't. I need to sperg out over this shit every single fucking world because it's the most frustrating shit ever.
Exploration is STILL so fucking bad that one has to wonder why it's even a thing in the game. You put 40 points in and then forget about it forever because lmao you can see everything that can possibly seen in terms of foragables thanks to your PER doing the rest of the work.
The shitty fated system either needs to go completely or go with the suggestion I'm going to make later on in the post, but first of all let's check something out.
Miners get everything. The best curios, the best symbels, weapons and armor, upgraded crafting equipment, better tools (eventually). And for what? The amount of effort that goes into mining doesn't even come close to deserving all of those benefits. Mining is piss easy and safe. You're not going to run into somebody mining on your lower levels, in fact the only thing you even remotely have to worry about is a troll, WHICH BY THE WAY IS A GREAT THING TO COME ACROSS AND YET ANOTHER BOON FOR MINERS. I lived off of metal curios last world. Bronze steeds, tin warriors, all of the silver crafted curios, tiny abacus, etc etc. All amazingly good curios, that can consistently be resupplied in bulk. This is what miners get.

Foragers however? What do they get? Oh, they get a bloated bolette if this mysterious fate system allows it! An absolutely shit curiosity. Flotsam, Edel, and Bluebells are what I'd consider good curios, but they're nothing special enough to warrant being limited to you and they certainly don't compare to the metal curios that you can be getting in bulk. I'd rather have a plethora of Silver Roses and Volva's Wands any day. I could be travelling around for 4 hours and not find so much as a flotsam on my explorer character, meanwhile my miner is getting enough metal to sustain an entire village for their curio needs.
Exploration goes like this. You get it to get your early shit like string and wax and then you ignore it forever unless you're going to be tracking people down. That isn't how it should be at all, it should have a purpose throughout the game, and I don't see why that purpose shouldn't be curio heavy. Just bringing your explorer out is more dangerous than mining, you're out in the world and can easily come across other players.

So anyway, here is what I propose.
Remove every single curiosity that is currently fated. They have no business being fated what so ever, they're nowhere even close to being good enough to warrant such a thing. Up the exploration * perception required to see them if you want to compensate them being removed from that list. We have a ton of different biomes, add some new curios to each of those, especially biomes that barely have any uses. Finally, make some exceptionally good curios and add them to fate system. You know, curios that actually make you feel good for finding them, stuff that are so good that you wouldn't want them to be farmed, and as such SHOULD be limited to you via the fate system.
I want to see reasons to keep upping your exploration, even well past 100. I want reasons to travel around searching places like swamps and what not.

Seriously, traveling around looking for shit is legit more work and more dangerous than mining, there's absolutely no fucking reason why metal should be the be all end all for almost all facets of the game.
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Re: Worldly Exploration rant.

Postby mietzi94 » Wed Jan 25, 2017 1:32 pm

I never thought i would agree with this man at any time. But I actually do at this point. Fate system sucks. Foraging is no fun at all.
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Re: Worldly Exploration rant.

Postby yozzik111 » Wed Jan 25, 2017 1:41 pm

Well, mostly foragers are hunters at the same, so travelling is not that senseless. But yes, foraging itself is boring since 1969 and that makes me sad since the same date.
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Re: Worldly Exploration rant.

Postby MightySheep » Wed Jan 25, 2017 1:42 pm

Since glimmers have become a joke I find I cant even be bothered to raise my expl to edel-seeing level its barely worth it.

I don't think there should be some weird balancing of forage curios and metal curios. They are 2 separate things. I like that end-game metal curios are powerful because they should be since only industrialized people can make them and mining is actually kind of a chore. Foraging doesnt require much but I do agree it feels kinda crappy now, glimmer was the most important curiosity for foragers and it got shit on for no reason
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Re: Worldly Exploration rant.

Postby iamahh » Wed Jan 25, 2017 1:53 pm

every MMO gameplay is eventually consumed and you hit a wall... you can push the wall, but the risk is increasing the grind, which is not fun and also is consumed eventually(Salem)... the only way to increase longevity is fun PvP... i still play LoL ARAM every day because PvP is fun and competitive... you can turn this game into Salem where mining became an absurd wall that noobs can barely scratch... or you can make a fun PvP that makes people want to play again and again, at a reasonable cost and balanced chances of victory... currently PvP is very costly and usually unbalanced because purity and stats, etc...
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Re: Worldly Exploration rant.

Postby mietzi94 » Wed Jan 25, 2017 2:07 pm

iamahh wrote:every MMO gameplay is eventually consumed and you hit a wall... you can push the wall, but the risk is increasing the grind, which is not fun and also is consumed eventually(Salem)... the only way to increase longevity is fun PvP... i still play LoL ARAM every day because PvP is fun and competitive... you can turn this game into Salem where mining became an absurd wall that noobs can barely scratch... or you can make a fun PvP that makes people want to play again and again, at a reasonable cost and balanced chances of victory... currently PvP is very costly and usually unbalanced because purity and stats, etc...


I am sorry. I dont understand what you want to say. You completly missed the thematic of the thread tbh.
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Re: Worldly Exploration rant.

Postby Nek » Wed Jan 25, 2017 2:10 pm

mietzi94 wrote:
iamahh wrote:every MMO gameplay is eventually consumed and you hit a wall... you can push the wall, but the risk is increasing the grind, which is not fun and also is consumed eventually(Salem)... the only way to increase longevity is fun PvP... i still play LoL ARAM every day because PvP is fun and competitive... you can turn this game into Salem where mining became an absurd wall that noobs can barely scratch... or you can make a fun PvP that makes people want to play again and again, at a reasonable cost and balanced chances of victory... currently PvP is very costly and usually unbalanced because purity and stats, etc...


I am sorry. I dont understand what you want to say. You completly missed the thematic of the thread tbh.


I thought it was just me being tired as fuck, but I guess not. I have no idea what the fuck any of that had to do with exploration.
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Re: Worldly Exploration rant.

Postby ninja_yodeler » Wed Jan 25, 2017 2:11 pm

Or/also tie higher exploration stat to a chance to get more than one item per pick.
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Re: Worldly Exploration rant.

Postby iamahh » Wed Jan 25, 2017 2:40 pm

the point i addressed is you want to push the wall of discoveries to what, 100 exploration? why not 200? 300? you can push the wall all you want, evetually the content will be consumed and what's left is pvp... if pvp is fun and not too costly/unbalanced the game lasts longer naturally
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Re: Worldly Exploration rant.

Postby KatoKhan » Wed Jan 25, 2017 2:41 pm

iamahh wrote:every MMO gameplay is eventually consumed and you hit a wall... you can push the wall, but the risk is increasing the grind, which is not fun and also is consumed eventually(Salem)... the only way to increase longevity is fun PvP... i still play LoL ARAM every day because PvP is fun and competitive... you can turn this game into Salem where mining became an absurd wall that noobs can barely scratch... or you can make a fun PvP that makes people want to play again and again, at a reasonable cost and balanced chances of victory... currently PvP is very costly and usually unbalanced because purity and stats, etc...


While I agree that fun PvP is definately a boon, it is not the end all of gaming.

My idea for PvP changes:
1. Remove Permadeath from PvP. Animal attacks, Drowning and other stuff could remain.
If playerbase was totally and completely adamant on keeping Permadeath then give players X number of lives. You lose one of these lives when killed by any means OR as you attain certain levels (x number of LP, X number of total Stats)
this would be so that fresh players dont lose everything and quit the first time some asshat kills them because they are bored.
2. If you are KO'd by another player you would lie there on the ground for a short time (Thinking either a fixed time or variable time based on your "value") and then auto teleported to your hearthfire.
While lying on the ground you would be fully lootable including your equipped items and inventory. Only Store bought items like hats would be unlootable.
2. Add Scalping to the game. This would be an alternative to skulls for death via Players. A player could either keep the Scalp as a trophy (perhaps have it wall mountable via some crafting) or could study it for an LP reward.
The LP reward should scale with the victims "power" and also a person's scalp could have a timer on it so that you could not study the same person's Scalp more than once a month to prevent alt farming.
3. Debuff. If you are KO'd by another player you would receive a DeBuff upon returning to your HF. This DeBuff would be the penalty for death by player. This could be as little as LP loss or as much as
the player base decided was the right balance. But whatever the consensus IMO it should scale so that those veterans with outrageous stats and LP amounts would be worth a shitload where-as a newbie
would be worth next to nothing.

I know its an issue that has been ground into the mud but just thought I would throw in my 2c on an off the thread topic.

To the actual point of the OP...

I agree with foraging needing love. Some ideas on that:
1. Give Exploration more weight in the math formula
2. As was previously mentioned, add biome specific foragables that could be only tied to Exploration.
3. Add Area specific Foragables that would be similar to local resources but would be completely random in both spawning location within the area and the possibly the amount it spawns with. This could be tied to exploration as well and would increase trading and/or increase people wanting to explore.
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