Curio satiations

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

Curio satiations

Postby Pan_w_okularach » Sun Jan 07, 2018 8:23 am

I noticed that everyone seem to be studying the same curiosities over and over again and it's really unrealistic because if you think about it something that you see for the millionth time can't be considered a curiosity, and it really messes with my roleplay. People are abusing the system by studying only the few most efficient curios, while us who're playing this game like it's supposed to be played are put to disadvantage!
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Re: Curio satiations

Postby Field » Sun Jan 07, 2018 10:01 am

Curio satiations? Another system that will cripple development but only for people that don't play the game 24/7.
IMO the guys who abuse other system quirks like bonfires will find also a way around it probably leaving you even further behind.

Also it works fine, curios were mostly nerfed to kingdom come on transition from W7 -> W8. It's your issue that you cripple yourself by trying to roleplay. Don't make it worse for others because your weird approach to the game makes it harder for you to enjoy it. I'd suggest to just deal with it or drop the roleplaying aspect before you start studying only 1 copy of each curio on your characters.

Who's to say that your way of playing this game is "the way it's supposed to be"?

Also there's some very specific curiosities for each "profession". Farmers get to craft straw dolls, miners get various curios from what they can mine/fight with bats, smithies can again create something else. IMO adding stations could potentially increase the trade between players or cooperation... or not. It could also slow everyone down to a crawl very soon and force them to retreat to crap curios gaining little-to-nothing LP.

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Re: Curio satiations

Postby Blueberry » Sun Jan 07, 2018 1:34 pm

hell no
berry nice to see you
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Re: Curio satiations

Postby dafels » Sun Jan 07, 2018 3:46 pm

I am all for roleplay, it just doesn't make sense that a hearthling can study the same thing over and over again...
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Re: Curio satiations

Postby pinkslot » Sun Jan 07, 2018 6:01 pm

I agree satiations is not bad idea to make players vary their curio set.
But actually, i think the problem is own existing of "efficient " curio.
There is a lot of curio characteristics like lp/h, total lp, resours cost, exp cost, mental weight, etc.
So devs have too many ways to balance this system, just making one of curios better or worse by one of this characteristic.
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Re: Curio satiations

Postby pinkslot » Sun Jan 07, 2018 6:18 pm

Actually huge and bad balancing system of curio/food(and some small things like fishes/bushes/stones/small animals) is a problem of the game in generaly.
Ofc i enjoy we have so well developed, beatifull world, but it really sucks when you should eat tonns of bear meat steaks for str, wheat ROB for agi and pumpkin pie for const to get decent PVP stats.
Developers should attract at least a little more attention to balancing instead of adding new things to the game.
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Re: Curio satiations

Postby ChildhoodObesity » Sun Jan 07, 2018 6:28 pm

+1
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Re: Curio satiations

Postby jorb » Sun Jan 07, 2018 7:58 pm

In one form or another I could get behind this, but I'd like it to be small and intuitive, in that case.
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Re: Curio satiations

Postby Granger » Mon Jan 08, 2018 5:50 am

To increase the variety of food items consumed there has been the suggestion to simply track the last x eaten food items (fifo list) and for each duplicate item found in the list the payout of the current one is reduced.

This simple concept would work nicely when applied to the study mechanic:

Simply count the amount of an item in the recent list, divide by 10, call it Boredom,
LP gain = LP - LP*Boredom
So in case someone manages to study enough of one type the return would actually go into the negative, as staring at always the same makes you stupid.

Scale the length of the list with intelligence so it isn't a huge issue for fresh characters in early world, but makes sure that later the character benefits from a varying diet of intellectual food - I would think effective_int-10 would be a sane value for a first implementation. The list length should never shrink to disable shenanigans with unequipped gear or intentional faceplanting.
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Re: Curio satiations

Postby Field » Thu Jan 11, 2018 1:05 pm

I like what Granger said but,

if anything I think it should resemble "Hunger" system rather than satiations. The more you study one field the less effective it becomes, of course, but it refills at a slow rate. Divide it by groups that you study from: Naturalia, Decoratives, Rite & Ritual, Toys, Unique crafts (those that do not apply to anything), animal, foragable etc.
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