Reset Nodes After Each Season Cycle

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Reset Nodes After Each Season Cycle

Postby Mario_Demorez » Tue Apr 07, 2020 8:35 am

As the title says.

It would be cool if after each winter nodes such as fish, animals, and forageables got shuffled across the map after each completed seasons cycle.
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Re: Reset Nodes After Each Season Cycle

Postby Khada » Tue Apr 07, 2020 2:18 pm

If it only concerned "organic" nodes, then it would be pretty fun. It would made foraging and scouting for Quality a seasonal task, instead of once-in-a-game. I'm pretty sure a lot of people will rage against the fishing part, becaues of forager credo, but i like this idea a lot.
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Re: Reset Nodes After Each Season Cycle

Postby Uriel » Tue Apr 07, 2020 3:35 pm

+1 that would mean no boting for hq animal spawns. Such easy fix of this problem...
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Re: Reset Nodes After Each Season Cycle

Postby xdragonlord18 » Tue Apr 07, 2020 4:21 pm

Uriel wrote:+1 that would mean no boting for hq animal spawns. Such easy fix of this problem...

Lmao. You mean it would mean MORE botting? I don't think you know what bots are for.
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Re: Reset Nodes After Each Season Cycle

Postby azrid » Tue Apr 07, 2020 5:43 pm

Yea this keeps coming up recently since people have realized now that the world started how OP static high q animal nodes are.
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Re: Reset Nodes After Each Season Cycle

Postby Aceb » Tue Apr 07, 2020 5:59 pm

I am up for it but remember, it doesn't fix anything and is helpful toward factions and less helpful toward hermits.
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Re: Reset Nodes After Each Season Cycle

Postby Mario_Demorez » Tue Apr 07, 2020 6:07 pm

Aceb wrote:I am up for it but remember, it doesn't fix anything and is helpful toward factions and less helpful toward hermits.

Very hard to do anything to help hermits and not help factions. As long as it doesn't harm hermits I think its ok.
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Re: Reset Nodes After Each Season Cycle

Postby ErdTod » Tue Apr 07, 2020 6:17 pm

Yes, please. Because after you figure out few good spots, all you do is just visit them regularly without much surpirse and with expected results. I would imagine that some nodes should stay static, like clay or soil, because there's not muh logic in them moving. But fish, forageables, animals - these all could be somewhat randomized once a season or two.
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Re: Reset Nodes After Each Season Cycle

Postby Aceb » Tue Apr 07, 2020 6:23 pm

Mario_Demorez wrote:
Aceb wrote:I am up for it but remember, it doesn't fix anything and is helpful toward factions and less helpful toward hermits.

Very hard to do anything to help hermits and not help factions. As long as it doesn't harm hermits I think its ok.


ErdTod wrote:Yes, please. Because after you figure out few good spots, all you do is just visit them regularly without much surpirse and with expected results. I would imagine that some nodes should stay static, like clay or soil, because there's not muh logic in them moving. But fish, forageables, animals - these all could be somewhat randomized once a season or two.


It does harm hermits because:
- There might be areas where factions might not have reached, allowing hermits to have valueable resource to trade
- Hermits might find themself during quality node hunting, leading to stranger danger
- A good node is being spawned upon hermit base, hermits will have no power to defend against bot-checking titan or a camping titan

Why it doesn't harm factions:
- Take 1 to 3 days to fully find all nodes and it is the only effective change of "reseting nodes per X time"
- Forest of corpses left behind instead of camping known nodes (and possible gank if information leaks out)

Regardless of bots or not, factions will ALWAYS have man-power to find what they want, leading to even lower chance of a hermit to stumble upon something valuable and trade worthy. Right now, if a hermit finds something valueable, there's pretty good chance that they might prevent quick finding of such thing.
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Re: Reset Nodes After Each Season Cycle

Postby Mario_Demorez » Tue Apr 07, 2020 7:20 pm

I am sorry. You are right. Factions ruin the game. Can not fix. Close all critique threads until factions are nerfed.

Its not like factions claim and control all hq nodes in the game. Normally they just trade for the materials. From my experience playing HQ nodes have never been a problem with factions claiming/controlling them. Maybe mammoths/mountains? But HQ fish. huehue. High q boars? huehue. I think I heard of one time trollex claiming where some high q animal spawns and walling it all up? Idk. Factions aren't causing problems to nodes other than clay/natural resources and this topic isn't about that.
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