Make clover+animal success/speed use CHAR not distance

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Make clover+animal success/speed use CHAR not distance

Postby banok » Sun Feb 10, 2019 7:18 pm

Distance is dumb, unintuitive to new players, and fidly/anoying.

When you misclick at distance and have to wait 4 minutes its crazy as when you just stand close its instantaneous.

Also instant failure if animal has been clovered recently would be nice
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Re: Make clover+animal success/speed use CHAR not distance

Postby Burinn » Sun Feb 10, 2019 7:19 pm

Why would a horse care how charismatic you are.
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Re: Make clover+animal success/speed use CHAR not distance

Postby Granger » Sun Feb 10, 2019 7:48 pm

banok wrote:Also instant failure if animal has been clovered recently would be nice

That is already the case.
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Re: Make clover+animal success/speed use CHAR not distance

Postby Sevenless » Sun Feb 10, 2019 8:08 pm

I don't see why this is needed.
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Re: Make clover+animal success/speed use CHAR not distance

Postby Machenoid » Mon Feb 11, 2019 2:39 am

banok wrote:Distance is dumb, unintuitive to new players, and fidly/anoying.

I agree that it's strange an animal can take forever if you're at the absolute maximum distance but if you're standing next to them it succeeds instantly. It shouldn't be necessary to micromanage your movement, you should just right-click the clover and be done with worrying about it. One point though is there should always be success when feeding clover, because RNG failures on top of RNG spawn rates would be more tedious/annoying spending who knows how long finding a second animal, than waiting another 3 seconds for the animal to approach and take the clover.

Why only charisma though? You could also use Will, Intelligence, and Lore:
  • Horses need mainly Charisma in order for you to behave properly around them and not spook them.
  • Aurochs need mainly Will because the hair is tempting to pull and hopefully you're milking the right part of it.
  • Mouflon need mainly Intelligence because you should be smart about how it's done to not injure the animal in the long term.
  • Lore is the middle man that helps everything along, and prevents stat abuse from making the job too fast.
The primary stat gets a weight of 3, Lore gets a weight of 2, and the other stats get a weight of 1. This modifies how much time you're going to spend waiting for the animal to take the clover based on the twice the weight of the clover compared to your stats, versus the quality of the animal.

Having 10 in all relevant stats and a q10 clover on a q10 animal would be the baseline time delay before you can interact with the animal, which matches the current maximum-distance wait time... You're not supposed to be feeding animals around hostiles that could interrupt you. (or feed a clover to a horse to escape a pursuer easilly) The amount of time you spend waiting should never exceed the current maximum time.

Burinn wrote:Why would a horse care how charismatic you are.

Sudden movements and loud noises definitely help calm a horse enough to let you ride it.

Sevenless wrote:I don't see why this is needed.

Removes micromanagement and guesswork as to why it's taking so long for the animal to approach and eat.
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Re: Make clover+animal success/speed use CHAR not distance

Postby banok » Mon Feb 11, 2019 6:39 am

Machenoid wrote:
banok wrote:Distance is dumb, unintuitive to new players, and fidly/anoying.

I agree that it's strange an animal can take forever if you're at the absolute maximum distance but if you're standing next to them it succeeds instantly. It shouldn't be necessary to micromanage your movement, you should just right-click the clover and be done with worrying about it. One point though is there should always be success when feeding clover, because RNG failures on top of RNG spawn rates would be more tedious/annoying spending who knows how long finding a second animal, than waiting another 3 seconds for the animal to approach and take the clover.

Why only charisma though? You could also use Will, Intelligence, and Lore:
  • Horses need mainly Charisma in order for you to behave properly around them and not spook them.
  • Aurochs need mainly Will because the hair is tempting to pull and hopefully you're milking the right part of it.
  • Mouflon need mainly Intelligence because you should be smart about how it's done to not injure the animal in the long term.
  • Lore is the middle man that helps everything along, and prevents stat abuse from making the job too fast.
The primary stat gets a weight of 3, Lore gets a weight of 2, and the other stats get a weight of 1. This modifies how much time you're going to spend waiting for the animal to take the clover based on the twice the weight of the clover compared to your stats, versus the quality of the animal.

Having 10 in all relevant stats and a q10 clover on a q10 animal would be the baseline time delay before you can interact with the animal, which matches the current maximum-distance wait time... You're not supposed to be feeding animals around hostiles that could interrupt you. (or feed a clover to a horse to escape a pursuer easilly) The amount of time you spend waiting should never exceed the current maximum time.

Burinn wrote:Why would a horse care how charismatic you are.

Sudden movements and loud noises definitely help calm a horse enough to let you ride it.

Sevenless wrote:I don't see why this is needed.

Removes micromanagement and guesswork as to why it's taking so long for the animal to approach and eat.

actually i wrote this entire thread alt tabbed waiting for a sheep to take my clover, turns out the cliff blocking the sheep occasionally seemed to mean that it was literally never ever going to suceed. not a important bug to fix i suppose.

honestly im fine with whatever stats having effect or clover q, whatever anything but distance. but the game is already overcomplicated to be successful maybe you are going a bit too far with different stats for different animals.

anyway I feel like i made three excellent arguements in the OP none has counter argued, so not much more to say;

1. its pointless tedium
2. its completely counterintuitive to a new player not reading the wiki
3. it doesn't make a lick of any logical sense that an animal is more trusting of someone running up and facehugging them.
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