Fix role play breaking mechanics

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Fix role play breaking mechanics

Postby Myrgard » Fri Nov 10, 2017 2:32 pm

So there are a few game mechanics that have been greatly aggravating me as they push people to do things that have no logical or sensible reason. Meaning they only do it because the game gives certain bonuses for said actions:

Killing dozens of animals and leaving their corpses to rot.
I can understand slaughtering mammoths only for their tusks or bears just for their skins but I mean often you can't walk 10 meters without bumping into a dead badger of fox. I'd suggest removing any incentive to kill animals that doesn't involve obtaining at least some of their parts. Remove the lp bonus for killing an animal and remove the combat moves obtained from killing animals. The system we have now a days seems like the old bucketing only with animals - it's disgusting. Also re add some ability to gage the animal q while it's still alive, make it bigger, give it a certain colour, make the low q one thinner... IRL you can tell at first glance if a deer is in his prime or is old and sickly.

Mining out stone in enormousness numbers and just dropping it on the ground to de spawn.
I mean in mining one of the biggest challenges is to extract what ever you mine to the surface (and not just the ore). I'd suggest that stone dropped to the ground in a mine should generate a new mine tile upon despawning (in a fashion similar to cave ins), and also destroyed stockpiles instead of disappearing should should drop their contents on to the ground to remove that avenue, best to remove stone stockpile all together. This would make mining a bit harder, more satisfactory, it would somewhat curb the iron q spiral and would be a lot more efficient at limiting mass mining bots that the idiotic slimes and worms recently introduced that hurt noobs far more than they hurt boters.

Remove the option to put meat into a compost bin.
I mean who in RL does that if the meat isn't completely spoiled, you certainly wouldn't put prime venison or moose cuts into a compost bin, it would also curb that early game high q mulch generation.

Fix the credo system
An old miner with the quarryman and mining creedos that wants to progress to cave hermit instead of living underground and forgoing the sight of the sun has to go topside and start fishing for the first time in his life. Many suggestion on fixing this have already been given. It's just that this is what pushed me to credo suicide, it really breaks role play.
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Re: Fix role play breaking mechanics

Postby Sevenless » Fri Nov 10, 2017 3:12 pm

I'm going to disagree with your stance. Gameplay balance is more important than roleplay balancing since most players aren't hardcore roleplaying. I think there's a compromise point of immersion which meets in the middle though.

Dead animals everywhere: I agree that this current state isn't really great. It's an eyesore, and although it's kinda neat as a newbie to find a dead bear it really cheapens early game progression that relatively high quality dead animals are everywhere. The issue is it's not just Q hunting or LP causing these issues, you also want to grind animals just combat cards. I'd argue a better solution would be to make it so that animals no longer give LP on death but can be buried to pay respect to their spirits for an LP reward. This keeps the current mechanics based on animal killing fairly intact, and hopefully should reduce the number of corpses lying around? It's my 2 cents that it's not worth disrupting 3 systems for 1 minor eyesore.

Mining stones: Mining is already a lot of work. Hauling isn't fun. Gameplay being less annoying > realism for this point imo.

Remove meat compost: I was arguing elsewhere that removing meat/bones from compostables might be a tad unrealistic, but would solve our hyper spiral due to mammoth meat/bones in the early game. So we're allies on this suggestion for different reasons, but hey it works.

Credo suggestion: I agree that to a degree credos shouldn't force you outside "natural" walks of life. IE blacksmiths shouldn't be spending time doing carpentry when ingame most blacksmiths rely on others to provide the high Q wood since the skills. That said it makes sense to me that cave hermits would do cave fishing, and rather than remove fishing from the requirements I'd like to see underground fishing added to cave hermit. Credo suicide mechanic has been mentioned by jorb as undesired so when they figure out a replacement system it'll be done away with. I can hope with the next big update.
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Re: Fix role play breaking mechanics

Postby Granger » Fri Nov 10, 2017 4:00 pm

Myrgard wrote:Killing dozens of animals and leaving their corpses to rot.
I can understand slaughtering mammoths only for their tusks or bears just for their skins but I mean often you can't walk 10 meters without bumping into a dead badger of fox. I'd suggest removing any incentive to kill animals that doesn't involve obtaining at least some of their parts. Remove the lp bonus for killing an animal and remove the combat moves obtained from killing animals. The system we have now a days seems like the old bucketing only with animals - it's disgusting. Also re add some ability to gage the animal q while it's still alive, make it bigger, give it a certain colour, make the low q one thinner... IRL you can tell at first glance if a deer is in his prime or is old and sickly.

All reasonable.

Mining out stone in enormousness numbers and just dropping it on the ground to de spawn.
I mean in mining one of the biggest challenges is to extract what ever you mine to the surface (and not just the ore). I'd suggest that stone dropped to the ground in a mine should generate a new mine tile upon despawning (in a fashion similar to cave ins), and also destroyed stockpiles instead of disappearing should should drop their contents on to the ground to remove that avenue, best to remove stone stockpile all together. This would make mining a bit harder, more satisfactory, it would somewhat curb the iron q spiral and would be a lot more efficient at limiting mass mining bots that the idiotic slimes and worms recently introduced that hurt noobs far more than they hurt boters.

Having to deal with the matter that is excavated instead of watching it vanish in thin air would be realistic, but would suck completely unless we get ways to ease bulk transport from underground into the sun (like mine rails and high capacity carts). Would need quite some updates (elevators, being able to pass through cave entrances with mounted vehicles) but should be a thing to happen at some point.
First step could be the ability to re-fill already mined tiles with rubble (stones you don't want) and into a new kind of void tile that dosn't spawn ore/curios when being mined again but is quite soft.
Making mass-mining a tad more difficult (apart from currently getting a high q pick and eating enough bears/cheese) wouldn't be that bad anyway.

Remove the option to put meat into a compost bin.
I mean who in RL does that if the meat isn't completely spoiled, you certainly wouldn't put prime venison or moose cuts into a compost bin, it would also curb that early game high q mulch generation.

Reasonable.

Fix the credo system
An old miner with the quarryman and mining creedos that wants to progress to cave hermit instead of living underground and forgoing the sight of the sun has to go topside and start fishing for the first time in his life. Many suggestion on fixing this have already been given. It's just that this is what pushed me to credo suicide, it really breaks role play.

Also very reasonable.
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