Settler Credo

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Settler Credo

Postby Aceb » Sun Mar 18, 2018 3:07 am

Requirements: Tailor/Gardnerer/Pottery, Lumberjack and Nomad credo.

Completing level gives:

1) 20% faster pave ground ability, + 10 Masonry
2) 20% Less stamina use when building up Houses & Buildings, +10 Will
3) Ability to chew pipestuff*, Water refresh ability**
4) Ability to make a man-made small cliffs from surveyed land with bigger difference in height (might require some materials), Tea regenerates more energy
5) Three times a day, settler can (only while using dowsing rod) check quality of the water node, that was found without having to build up a well. Using charcoal, can remember up to last 5 spots / or maybe use parchment to write down quality and direction of found node.



* over time, has chance for every tick of "chew" to either reduce Travel Weariness, do nothing at all or give a buff called "Wretched Taste" that reduces FEP gain from eating any kind of food. Can be "washed" with tea. The better quality of tea, the bigger chance to wash it off more or less. Player can at any moment "spit out" pipestuff.

** Can use a spring water (1L) to refresh full barrel of water. It becomes a "Barrel of refreshed water" that has it quality increased by 15%. Refreshed water can't be refreshed again and if mixed up with regular or spring water, becomes "Mixed water" that cannot be refreshed. Eventually while filling up a waterflask from a river / ocean, make an event that grants player +350XP and gives 1L of clean water instead of filling up to max waterflask. That can be used same way as spring water. A big cooldown for this event?
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Re: Settler Credo

Postby Massa » Sun Mar 18, 2018 3:35 am

Do you really think these credo requirements are realistic, fair or fun?

Nomadding anything delegates this to a very small portion of people who don't want to physically self harm but still want to do it and people with bots.

To be painfully frank, these rewards are literal ass for the sheer amount of cancerous credo quests put into them. I'd rather just build a well and drink water.
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Re: Settler Credo

Postby synaris » Sun Mar 18, 2018 3:43 am

not enough of a settler theme for the ability. too cowboyish. needs more rounded abilities that focus on starting a new village. requirements are also painfully high. take out nomad. that kind of conflicts with the concept of settling down.
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Re: Settler Credo

Postby MagicManICT » Sun Mar 18, 2018 4:16 am

synaris wrote: take out nomad. that kind of conflicts with the concept of settling down.

Have to agree, as it's an explorer thing, but with the goal of settling, not aimlessly wandering. maybe you want to nomad thing to boost your settler thing... It should be a choice, not a mandate.

I like the construction part of it, but my thinking was that had more to do with some sort of builder/capenter/mason (aka Freemasonry) skills.
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Re: Settler Credo

Postby Aceb » Sun Mar 18, 2018 11:17 am

Ye it was an wild idea I just wanted to share, without actually hope for it to be even "Will consider", maybe giving someone better idea or correct mine.

I was also watching from perspective of people who likes to build.
Nomad don't have to conflict, thou I understand your argument 100%.

Why I wanted it to be so high is because I did not wanted to make searching for water nodes so cheap (relatively fast) and well, imagine building a base on a cliff, setting wrecking ball or sieging would be a lot more difficult.


But meh, wanted to share the idea itself.
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Re: Settler Credo

Postby vatas » Sun Mar 18, 2018 1:44 pm

Current mechanics of the game don't support (or at least, reward) playing as actual nomad lifestyle where you don't have fixed location as home and move around in search of resources.

This doesn't sound something that should have high priority in development to me. If I were to expand the game in this direction, my first idea would be to add some sort of Nomad Claim that comes up instantly bu can be kept up only for a limited time. However this smells like ad-hoc solution and breeding ground fro exploits. Also claims without palisades tend to be nearly useless.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

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TL:;DR: Build a Palisade with only Visitor gates.)

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Re: Settler Credo

Postby tigerlrg245 » Sun Mar 18, 2018 3:45 pm

Those buffs you mention seem.. unusual for the game, not really fitting in with the rest of the credos and their core purpose, which is not to dumb down or make easier certain process but instead enable a different play style or just empower one that already exists like giving stats / higher quality / faster farming.

Since most people settle only once I don't see many benefits regarding settling, as it won't do much in the long run.
Reducing travel weariness and buffing water seems unrelated to settling to me?

Only way I see this becoming relevant is if:
1) Parts of the current features of villages/realms become unavailable without someone with the credo / strengthened with the credo
2) Moderate realm revamp, which gives people with the settler credo a way to interact with the realm (Your current idea of finding water quality is indirectly a nice example already)
3) Special buildings with quality attached to them, like saw-mill, quarry etc. Seen suggestions of this around but without the quality, if you add a quality then people wont just make alts to build those for them.
(since you can make their quality soft capped by certain stats. Hey, a new use for will/lore/something?.. and carpentry/masonry)
Maybe those as crafting stations that speed up certain crafting based on their quality, or give a quality buff, or just store logs/ rocks (but then quality become irrelevant and alts would be enough)

Personally I like 2 and 3, do they fit your vision behind this post?
Still there's no clear way how to do either of them, it's open for discussion.
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Re: Settler Credo

Postby Aceb » Mon Mar 19, 2018 12:04 am

tigerlrg245 wrote:Personally I like 2 and 3, do they fit your vision behind this post?


Yeah, totally. I just got that idea before going to sleep and wanted to share, so together with other people, we could make something nice out of it. if You like 2 or 3, I see it as a great success of this idea itself, lol.
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Re: Settler Credo

Postby jorb » Thu Mar 22, 2018 9:35 am

Not sure. Don't hate it entirely, but it also seems that many of the credos -- farming, &c -- already imply settling.
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