Rare resource rework & Cartographer credo.

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

Rare resource rework & Cartographer credo.

Postby WitchKiller » Tue Jan 29, 2019 10:11 pm

I propose a rework to the way rare resources work and also adding a credo that ties into how they would work as follows:

Rare resources are split into two groups: Regular and Rich.

Either group spawns a limited amount of a resource, start with 0 of its resource, and when the full amount has spawned and the resource is picked clean it will despawn and spawn elsewhere in the world at random.

Regular spawns have a somewhat reduced yield to current resources more suited to their despawning/spawning mechanic. Rich spawns will have a much higher yield but also take much longer to create each resource, finding one will be nigh impossible to the untrained (require incredible stat check to be passed for one to "spawn" naturally making alt spamming useless lets say 1000+ base stat). The cartographer credo will aid in finding and locating regular AND rich spawns.

In the "local area" (read as: some arbitrary amount of grids considered "nearby") regular resource spawns will alert players through an experience quest that hints to them that there is a rare resource around. It's the players option to pursue, find, and fight if they want over that resource.

The new credo would be the the Cartographer. Cartographer would rely on having Strider and Scholar which make the most thematic sense, someone well suited to traversing land but also trained in the scholarly ways to make accurate maps.

The cartographer would allow you to sketch maps with various degrees of accuracy about a wide range of subjects: rare resources, curios, wildlife, and the presence of hearthling activity. This could be a circle on the map, an outline, a red heatmap like bubble etc. This indicator allows you to mobilize to the area and investigate further to pinpoint the particular thing you're looking for. You could create maps for close or distant places and choose what type of thing to focus on. More desirable and further away things would take more stats lets say (int*per*exp)^(1/3) to pinpoint with increasing accuracy. Having past experience in the grid you're mapping (aka you've explored it by foot) gives you additional accuracy when mapping it in the future.

Low stats makes the indicator larger and thus the possible area to search bigger and more cumbersome to investigate. Cartographer maps would also give increasingly detailed information about grids they map depending on the cartographers stats, to the point you could figure out if rare resources or even hearthling activity is present in the vicinity. This could be just a text hint like: "Your knowledge of the surrounding area and the terrain combined with your high perception and intelligence indicates hearthlings have been active in this area" or the map itself can show structures as if you'd traveled through by foot. Or some mix of the two.


The Cartographer

Image
    - Requires Strider, Scholar
    - Perception +5, Intelligence +5, Exploration +10, Survival +10
    - Allows the creation of cartographer maps
    - Curios, rare resources, and wild life receive a +15%, +10%, and +5% bonus to their respective qualities if they are both mapped and harvested/killed by the cartographer that mapped them.
    - The Cartographer is well versed in the hearth and informed by the rigorous demands of his profession: Rich resource spawns can be spotted with no stat check, and are readily located through continuous efforts to map the hearth.

Cartographer maps will be a special type of map only created by Cartographers and only usable by Scholars, Striders, or Cartographers. They can be different fixed sizes lets say 1x1 grid, 10x10 grid, 100x100 etc. This makes researching rare resource spots for example possible without needing exactly X stat or Y stat to begin trying to find one. The lower your stats in comparison to the difficulty of the type of find you want to map, the larger an area you will have to look at.

How it might look when looking at a "local" area, and you have very high stats compared to your target finds difficulty check:
Image

Rare/rich resource spawns and exceedingly rare or desirable things such as mammoths may not have any "bubble indicator," atleast at first since that would require spanning many grids or even a super grid without adequate stats. Instead if the indicator would be too big for a singular map you would simply get a text hint that "Having mapped the area you see the potential for something greater with more diligent effort." That would be a hot/cold kind of hint. Eventually mapping enough grids close enough to the thing itself will grant the bubble. Mapping on a 1x1 map with a resource indicator that spans 100x100 for example will just look like this:

Image

By using a more appropriate map dimension you might be able to see the borders which can then help you localize your efforts to a certain area.

A bigger map type with not everything explored:
Image


The way I imagine this could work on the backend is like taking a snapshot of the area as if they explored it on foot at that moment but without having done so, whatever curios/wildlife/resources are on that map at the time the cartographer makes a map of it is what will be used for any indicators.

For very large areas a work bench/atlas/special tools could be something that is required as well, quality makes passing checks easier/maps more accurate etc. And mapping exceedingly large areas may take longer (progress bar on bench taking minutes/hours/days)- also implements a bottleneck to how much you can map at a time for server resource purposes.
WitchKiller
 
Posts: 39
Joined: Fri Aug 28, 2015 4:40 am

Re: Rare resource rework & Cartographer credo.

Postby Zepar72 » Tue Jan 29, 2019 11:48 pm

Not so sure about the credo, but i like the idea of reworked rare resources, as for now they're just things to find and build a pallisade around.
Zepar72
 
Posts: 160
Joined: Mon Jan 15, 2018 2:36 am

Re: Rare resource rework & Cartographer credo.

Postby Lunarius_Haberdash » Wed Jan 30, 2019 1:06 am

A quick scan of this makes me love everything about it... Especially if it indicated some information related to their home area. "Such and such number of hearthlings have passed through this area, two of them were local, x were from somewhere close, x had traveled a great distance."

Add other indicators:
"They walk the earth with uncertain steps." (Newbie)
"Their stride is confident but cautious." (Established)
"They walk these lands as if it were their own." (well established)
"Their step is fearless, unheeding of natural dangers." (highly established)

Each of these ranks represents a certain amount of invested LP.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
User avatar
Lunarius_Haberdash
 
Posts: 1477
Joined: Tue Jul 05, 2011 5:14 am


Return to Critique & Ideas

Who is online

Users browsing this forum: Bytespider [Bot], Claude [Bot] and 2 guests