Remove Shidbanes

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

Remove Shidbanes

Postby avros008 » Sat Nov 04, 2017 6:40 pm

Make haven brutal again.
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Re: Remove Shidbanes

Postby DDDsDD999 » Sat Nov 04, 2017 7:37 pm

jorb will never remove game mechanics, no matter how retarded they are and how much people complain about them (see: localized resources, satiations, trellises, credo suicide, etc)
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Re: Remove Shidbanes

Postby Massa » Sun Nov 05, 2017 2:28 am

while many mechanics are shit and retarded the fact you guys got dunked by nerdbanes doesn't change anything

frost is a dumb cunt, sure, but that's moot material. nidbanes are a thing, they're slow as fuck anyway.
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Re: Remove Shidbanes

Postby Kirche » Mon Nov 06, 2017 12:31 am

DDDsDD999 wrote:jorb will never remove game mechanics, no matter how retarded they are and how much people complain about them (see: localized resources, satiations, trellises, credo suicide, etc)

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Re: Remove Shidbanes

Postby spawningmink » Mon Nov 06, 2017 12:37 am

removed redhanded
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Re: Remove Shidbanes

Postby Sevenless » Mon Nov 06, 2017 1:23 am

avros008 wrote:Make haven brutal again.


I prefer the game in its current trajectory.
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Re: Remove Shidbanes

Postby jorb » Mon Nov 06, 2017 1:22 pm

DDDsDD999 wrote:jorb will never remove game mechanics, no matter how retarded they are and how much people complain about them (see: localized resources, satiations, trellises, credo suicide, etc)


I will certainly not remove them simply because there are complaints about them, but rather I will try to evaluate the complaints as such. Usually I agree with some part of the criticism without jumping to the conclusion that it should all be removed.

As for localized resources, I think that there should be more points of interest on the map, not fewer.

As for satiations, I agree that they work poorly, but I like the original intention of promoting dietary variance.

As for trelli I wouldn't mind making them easier to manage, but I like the idea of some crops requiring some minor investment before planting.

As for credo suicide we will probably change that.

As for nidbanes, I would rather reduce them to a minor mechanic than remove them entirely.
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Re: Remove Shidbanes

Postby blank » Mon Nov 06, 2017 1:27 pm

spawningmink wrote:removed redhanded

^
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Re: Remove Shidbanes

Postby Potjeh » Mon Nov 06, 2017 1:34 pm

The main complaint about local resources is the name, really, because it implies you'll never implement the sort of local resources we've been asking for since forever - large regions of map (much larger than current biome patches) that are either better for producing some standard resource or produce unique resources, so the world is heteregoneous (currently any part of the world is the same as any other).


Satiations are a shit implementation and there's no rhyme or reason to what satiates what, and there's still foods that don't self-satiate so you can spam them forever. If you really want to promote food diversity, why not something simple like efficiency per food item that drops as you eat more of that item? Ie, let's say you're eating meat pies, and the system is tracking last 100 items. FEP from meat pie = base - base * sigma(n = 1 -> n =100) (item[n] == meat pie ? 0.5 / n : 0), where item[1] is the last item you ate and item[100] is what you ate 100 items ago. A lot more intuitive and a lot less prone to loopholes.
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Re: Remove Shidbanes

Postby Granger » Mon Nov 06, 2017 2:09 pm

Potjeh wrote:Satiations are a shit implementation and there's no rhyme or reason to what satiates what, and there's still foods that don't self-satiate so you can spam them forever. If you really want to promote food diversity, why not something simple like efficiency per food item that drops as you eat more of that item? Ie, let's say you're eating meat pies, and the system is tracking last 100 items. FEP from meat pie = base - base * sigma(n = 1 -> n =100) (item[n] == meat pie ? 0.5 / n : 0), where item[1] is the last item you ate and item[100] is what you ate 100 items ago. A lot more intuitive and a lot less prone to loopholes.
It would be enough to track the last 1000 food items eaten and simply reduce FEP by 1% for every identical thing found in that list. There are plenty of food items in the game to archive a mixed enough diet.
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