Localized Resources global rework

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

Localized Resources global rework

Postby Hasta » Fri May 17, 2019 2:04 pm

As promised, the idea of making gathering resources into a fun and challenging minigame (as opposed to tedious and punishing alt-bot-extravaganza on first-come-first-served basis they are now).

1. Resource nodes no longer used to gather the resources; upon inspection, they show the amount of resource accumulated and/or the timer for next respawn.
2. Resources spawn randomly in a 100x100 tiles area (or 50 tiles radius to make things more interesting) around the node.
3. Resources spawned are invisible until detected by a player. To detect a resource item player should be unmounted, moving at Crawl speed, be in close proximity (2-4 tiles) and pass a PERxEXP check.
4. Once detected by one player, resource is visible for everyone. Picking it up takes 10-20 seconds.

This would solve several existing issues:
- node-walling becomes either irrelevant or impossible, depending on the terrain; vclaiming the spawn area is still possible, with a fair amount of work a faction can have a Hearhwood tree or an Ancient Withdrawal all to themselves.
- no naked alts HFing with the resource, foragers with high PERxEXP become relevant.
- significantly more complex to bot the resource (still possible, but what isn't these days?).
- contesting the resources encourage players' interaction in less straighforward aggro-on-sight way, looking for a chip of salt or a rock crystal together won't necessarily lead to a bloodshed; while the gathering delay provides enough time for all the parties present to decide if they want to fight for the goods. And if a Hearthwood tree I'm crawling around have accumulated a few leaves - I personally would rather share 50/50 with a friendly stranger.

If this is implemented, instead of sheer luck of a passer-by we had earlier or the horrific tedious long-ass gathering timer we have now, the Hunt for Resources becomes an adventure. The thrill of chase, the excitement of being first to see that one precious item, the adrenaline of gathering it while others are still shuffling through the grass... I'd like to see and feel all that in Haven.
Obviously, some resources' quality and relevance would need to be raised a little bit to make them all wanted, but not so much that they become necessary to compete at endgame (hello, icicles).

Please don't stray away from the topic, there are enough "timnr is baaad" threads here in C&I already. I'm not suggesting this to be implemented soon, this change is major and may be fit for the next world or, at least, require a lot of time for the devs to work on.
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Re: Localized Resources global rework

Postby DoctorCookie » Fri May 17, 2019 2:34 pm

I like the idea, like the per/exp check. I would suggest the area be much, much larger and require a tool for detection, posibly specialized for each resource type. Could there be a skill associated? I dont want to over complicate it but we now have accepted trades such as miner or cook, it would be cool to have special resource collector as an accepted role. Overall I love the idea as is better than what we have. thx.
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Re: Localized Resources global rework

Postby SaltyCrate » Fri May 17, 2019 3:32 pm

Among the presently myriad of garbage ideas of changing how localized resources should work, I actually like how this one sounds. About the only concern I have about this concept is how tedious it might be to collect the resources which no one else contest. Scouting even 50 x 50 grid at crawl speed is not as thrilling when there is no one else around (and, in certain cases like underground resources, there will never be).
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Re: Localized Resources global rework

Postby Lunarius_Haberdash » Fri May 17, 2019 7:53 pm

DoctorCookie wrote:I like the idea, like the per/exp check.


I would rather see this be determined by the resource being gathered but otherwise, agree. Masonry and Psyche for Rock Crystals, Farming and Will for Heartwood Leaves, Constitution and Lore for Brimstone, etc. Should also require an absolute minimum x*y to even see the resource to help nerf alt gathering.
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Re: Localized Resources global rework

Postby MooCow » Fri May 17, 2019 10:00 pm

Firstly, this idea is universally better than the 2min timer. Good job

The problem with resources is that nobody bothers contesting them in the first place. This root problem needs to be addressed before we can make the resource contesting better.
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Re: Localized Resources global rework

Postby pawnchito » Sat May 18, 2019 1:52 am

Lunarius_Haberdash wrote:
DoctorCookie wrote:I like the idea, like the per/exp check.


I would rather see this be determined by the resource being gathered but otherwise, agree. Masonry and Psyche for Rock Crystals, Farming and Will for Heartwood Leaves, Constitution and Lore for Brimstone, etc. Should also require an absolute minimum x*y to even see the resource to help nerf alt gathering.


Something like this is good. Might even stir up some of that pvp they want. The cook that needs to go grab the salt will bring a buddy along for protection or whatever.
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