Credo questing ideas

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Credo questing ideas

Postby Fostik » Sun Jan 20, 2019 12:44 pm

So i decided to offer some various ideas to fix credo questing.

Listed mechanics that can help to fix credo questing (IMO):

1. 1 quest per next level
If your first credo will require 2 quests per level, and next credos will add +1 quest - it will be easier to make multiple credos you need. With this decision it will be a bit easy to make a lot of credos, so i think credos must be limited by other things that listed below.
2. LP and EXP requirements for credo
If credo questing will be easier - it will require other limitations. Simply increase requirements for starting credo. Each one will require significant more exp and lp than before.
3. Minimum stats to start credo
A minimum of stats required to start a credo. The more credos you have - the more stats will be required to start credo.
For example if forager will be your first credo - it will require 30 exploration and 30 perception. If it will be your second credo it will require twice more, thrice if 3rd credo. Stats will correspond to credo specializaion and it's hardness
4. Special item for starting credo.
Another limitation that will require special item that can be hardly crafted or looted in dungeons. As a gameplay limiter for doing lot credos.
5. Rebuild credo tree.
It will be simpler to make credos if there will be no need of making lot of excess credos you dont even need. For example you dont need to be forager or lumberjack to become a blacksmith. It only need to require quarryman and miner

I also will be glad if other players will discuss or argue their versions.
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Re: Credo questing ideas

Postby Yorla » Sun Jan 20, 2019 1:11 pm

Another limitation that will require special item that can be hardly crafted or looted in dungeons. As a gameplay limiter for doing lot credos.


Oh god, NO! How do you expect a farmer to do dungeons? Or a warrior to craft say merchant robe with silk they never saw?
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Re: Credo questing ideas

Postby Fostik » Sun Jan 20, 2019 1:20 pm

Yorla wrote:Oh god, NO! How do you expect a farmer to do dungeons? Or a warrior to craft say merchant robe with silk they never saw?


If you ignore one or more game mechanics - should game reward you with benefits anyway?
And anyway trading is always a choice.
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Re: Credo questing ideas

Postby Zentetsuken » Sun Jan 20, 2019 1:27 pm

I think credos should take a long fucking time and the tree should be a grindy and grueling experience.

However, it COULD be partially offset by something like Hearth Magic. I don't think that quests should only go up by 1 each tier, but maybe there could be an expensive hearth magic to simply "complete a quest." This would offer SOME relief.

Also, I thought that maybe with some combination of stats, like Will, Charisma and Lore or something, that as the combination of these 3 increase so does some passive chance of getting a bonus when you complete a quest. Like lets say at Will, Charisma and Lore at 100 each you have a solid like 5% (max of up to 20? maybe a credo can do this too or add to it?) chance to get some sort of EXP event that is like "the quest master is very pleased with your offering" and you actually get +2 quests completed instead of just the 1.
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Re: Credo questing ideas

Postby Aceb » Sun Jan 20, 2019 1:28 pm

Fostik wrote:So i decided to offer some various ideas to fix credo questing.

Listed mechanics that can help to fix credo questing (IMO):

1. 1 quest per next level
If your first credo will require 2 quests per level, and next credos will add +1 quest - it will be easier to make multiple credos you need. With this decision it will be a bit easy to make a lot of credos, so i think credos must be limited by other things that listed below.
2. LP and EXP requirements for credo
If credo questing will be easier - it will require other limitations. Simply increase requirements for starting credo. Each one will require significant more exp and lp than before.
3. Minimum stats to start credo
A minimum of stats required to start a credo. The more credos you have - the more stats will be required to start credo.
For example if forager will be your first credo - it will require 30 exploration and 30 perception. If it will be your second credo it will require twice more, thrice if 3rd credo. Stats will correspond to credo specializaion and it's hardness
4. Special item for starting credo.
Another limitation that will require special item that can be hardly crafted or looted in dungeons. As a gameplay limiter for doing lot credos.
5. Rebuild credo tree.
It will be simpler to make credos if there will be no need of making lot of excess credos you dont even need. For example you dont need to be forager or lumberjack to become a blacksmith. It only need to require quarryman and miner

I also will be glad if other players will discuss or argue their versions.


1. 1 quest reduction should be enough, more credos will come and the question is how many of them will arrive there.
2. Might happen because of 1. why not.
3. No. It can be very easly overdo and lead to creating titans or gtfo
4. No. Just no.
5. Maybe.

Fostik wrote:
Yorla wrote:Oh god, NO! How do you expect a farmer to do dungeons? Or a warrior to craft say merchant robe with silk they never saw?


If you ignore one or more game mechanics - should game reward you with benefits anyway?
And anyway trading is always a choice.


As now, it's player choice and it's the best approach. Don't force people doing something they choosed not to.
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Re: Credo questing ideas

Postby Granger » Sun Jan 20, 2019 1:52 pm

Zentetsuken wrote:I think credos should take a long fucking time and the tree should be a grindy and grueling experience.

However, it COULD be partially offset by something like Hearth Magic. I don't think that quests should only go up by 1 each tier, but maybe there could be an expensive hearth magic to simply "complete a quest." This would offer SOME relief.
Not very fond of that idea in case it could be done with hearth magic, as it would allow to funnel the needed XP from kingdoms coffers and through this would allow to mass-produce alts.
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Re: Credo questing ideas

Postby 2d0x » Sun Jan 20, 2019 3:35 pm

Fostik wrote:...5. Rebuild credo tree.
It will be simpler to make credos if there will be no need of making lot of excess credos you dont even need. For example you dont need to be forager or lumberjack to become a blacksmith. It only need to require quarryman and miner...

The mechanics of the game practically forces you to start alternative helpers. With a similar approach, they very quickly and simply become IMBAs in their specialization. It will simply speed up the improvement in the quality of things and requests to restart the world.

Fostik wrote:
Yorla wrote:Oh god, NO! How do you expect a farmer to do dungeons? Or a warrior to craft say merchant robe with silk they never saw?

...
And anyway trading is always a choice.

Then there is no need to waste time on trifles! Offer immediately trade ready-made credo, like fighting skills :\
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Re: Credo questing ideas

Postby Fostik » Sun Apr 28, 2019 9:07 pm

Bump, because Jorb mentioned it on stream. Lets discuss it?
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