Rework Animal Hunting Quality

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Rework Animal Hunting Quality

Postby jock » Tue Mar 24, 2020 6:20 pm

Animal Quality Rework

This suggestion is to offer a much better system that is more rewarding gameplay, less repetitive and more importantly less botable.

1. Remove Quality Hunting Nodes

All it does is encourage repeatedly going to the same area via logging in and out(botting) or heading to the area, then hearthing home, rinse and repeat. Once you find a good node that’s pretty much the only place you hunt.
*edit*
Alternatively add a bonus to the MIN Ql to areas, so that the average hunting is better but it does not make other area's entirely worthless. (nothing more than a +50 min ql)

2.Implement random quality for animals

Retain the current range of most animals and generate the quality on kill. It means that any animal you kill has a chance of being really good and useful. It also brings back that feeling of getting lucky when you kill animals.

3. Implement a small chance to DOUBLE the quality of small animals (Below bear/moose etc)

As a random nicety, a chance that the ql of small animal could double. (regardless of survival). This will mostly help players of lower skill and hermits.

4. Trolls should have a base of 200+ql

They are hard and rare enough that they should have a really high base and have the potential to scale well. Getting a troll at any level should be a really good thing beyond getting another set of troll belts.
Last edited by jock on Wed Mar 25, 2020 7:12 pm, edited 3 times in total.
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Re: Rework Animal Hunting Quality

Postby loleznub » Tue Mar 24, 2020 7:10 pm

I don't know, the current system is pretty ok, especially when compared to other things.

If the primary purpose is to eliminate bots hunting, why not just kill the bots doing the hunting?

Node system gives a hotspot for pvp, too.

As for RNG, hard no. I don't want to have to roll the lottery to get good quality things every time I kill something.
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Re: Rework Animal Hunting Quality

Postby Aceb » Tue Mar 24, 2020 8:15 pm

jock wrote:Animal Quality Rework
1. Remove Quality Hunting Nodes
2.Implement random quality for animals
3. Implement a small chance to DOUBLE the quality of small animals (Below bear/moose etc)
4. Trolls should have a base of 200+ql


1. Return of the era of lying corpses everywhere, weeeee! NO.
2. Watch 1)
3. Maybe for some small animals, maybe.
4. So You went all the way, all the effort to "bad factions, bad bots" just to gave them better alternative? ¦]

If ever I would try to track the numbers and implement something to tweak that or end of winter re-shuffling nodes for animals, but this, what You offer, no.
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Re: Rework Animal Hunting Quality

Postby MagicManICT » Wed Mar 25, 2020 5:18 am

I liked the old civilization mechanic myself.

Not really sure any of these are any better because you can still use the same auto-strategy, so not really solving the problem the post sets out to fix.
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Re: Rework Animal Hunting Quality

Postby Glorthan » Wed Mar 25, 2020 5:35 am

MagicManICT wrote:I liked the old civilization mechanic myself.

Not really sure any of these are any better because you can still use the same auto-strategy, so not really solving the problem the post sets out to fix.

??? The problem is that hunting relies on checking high quality areas for bears, cave anglers, mammoths, etc. by logging an alt on every 20 minutes (be that automated, or manually if you suck). If you spot an animal there, it's good. Animals outside of the quality node are a known waste of time.

The alternative proposed is that hunters just... go out and hunt. You don't know what you'll get until you kill it, which is much more organic and enjoyable. It also encourages trading as high quality animals can come from anywhere or anyone if they have the survival, not just the farmed-to-death high quality nodes.

Until then i guess our animal spawn checking alts remain cycling... incredible mechanics!
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Re: Rework Animal Hunting Quality

Postby MagicManICT » Wed Mar 25, 2020 5:38 am

But why wander far from home when you can just set near your base and respawn things every 15-20 minutes? Same deal, but now you don't have to find quality nodes. It's just random.
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Re: Rework Animal Hunting Quality

Postby ghandhikus » Wed Mar 25, 2020 11:32 am

I am all in for removing quality nodes at all for anything really, and making specific forageables, digabbles and so on specific quality capped by skills. This way we would have tiers, taproot would be q20, nettle q40, and so on. Similar with clay, ball clay q20, acre clay q40, cave clay q75, pit clay q100. Big overhaul would be necessary for it. Probably not in such form but somehow similar. I really don't like the idea of swimming 100 chunks away just to get river water that is 5q better than my local one.
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Re: Rework Animal Hunting Quality

Postby Liss12 » Wed Mar 25, 2020 1:11 pm

Just make animal nodes much bigger and thats it. From "There are high q deer spawns near this corner of the lake" to "there are high q deers in this forest".
You know now when i thinking about this, it would be nice to have nodes q normalized for entire biom. At least you would have visual indicator where you should look for foragables.
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Re: Rework Animal Hunting Quality

Postby Sevenless » Wed Mar 25, 2020 1:22 pm

>[Trolls] are hard and rare enough

Cave Hermit begs to differ.

>Remove animal nodes

Honestly, I'm not super sure I like this system, but at the same time it doesn't feel worse than the old one. You would still have alts spam checking anglers/mammoths, but it'd just be your closest mountain/lakes rather than specific ones. Dead animal corpses being absolutely everywhere in the old system is a slight point for this one though. When people get enough combat cards that is.
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Re: Rework Animal Hunting Quality

Postby jock » Wed Mar 25, 2020 3:13 pm

perhaps some nodes could be weighted better than others towards higher Ql. this still gives us a node system but it has diminished effectiveness compared to the current system.
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