Quality Nodes, overfarming and rewarding quests

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Quality Nodes, overfarming and rewarding quests

Postby jock » Sun Mar 21, 2021 11:34 pm

Pulled from prelude
1.Nodes
jock wrote:QUality Changes:

1.Nodes should be larger with a lower spread in quality change.
2.Farming a node should lower the quality over time
3.Not farming a node should increase the quality over time
4.Higher starting nodes should "refresh" faster. to their original quality.

This expands the use of the map, reduces botting usage and encourages pvp (via kicking out others farming your good spot).

Realm buffs could add a % chance to not reduce quality.

Moving global pool to local pools using the same system would also mitigate some of the botting of perils etc and encourage people to "protect" their land.

quick write up,

Slime Dungeon when?


quests could also refresh/increase the quality locally. by type/size rather than specific e.g. all birds, trees, small creatures, boulders etc quality increased.
each season could also add an increase to local qualities as a catch-up mechanic e.g. trees gain 1ql per season.

between these it means any area can become "viable" and players can actually develop the qualities of soil, clay etc Starting ql is a huge bonus and reward.
I would weigh it towards bringing up lower quality local resources e,g, clay is 50, dirt 27 dirt has a higher chance.
Last edited by jock on Wed Mar 24, 2021 8:12 am, edited 1 time in total.
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Re: Quality Noded, overfarming and rewarding

Postby pawnchito » Mon Mar 22, 2021 12:20 am

jock wrote:Pulled from prelude
1.Nodes
jock wrote:QUality Changes:

1.Nodes should be larger with a lower spread in quality change.
2.Farming a node should lower the quality over time
3.Not farming a node should increase the quality over time
4.Higher starting nodes should "refresh" faster. to their original quality.


quests could also refresh/increase the quality locally. by type/size rather than specific e.g. all birds, trees, small creatures, boulders etc quality increased.
each season could also add an increase to local qualities as a catch-up mechanic e.g. trees gain 1ql per season.


This is packed with information.
As a casual but dedicated player this sounds like a really fun way to make me want to hunt for some good land and also invests me in the maintenance in the quest givers around it. Sounds solid.
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Re: Quality Noded, overfarming and rewarding

Postby jock » Mon Mar 22, 2021 2:25 pm

With quests also refreshing nodes deals and communties would build round quest networks to support the refreshing.
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Re: Quality Noded, overfarming and rewarding

Postby Zentetsuken » Mon Mar 22, 2021 3:48 pm

The idea of overfarming decreasing a node quality sounds interesting, but I think overall it would simply be easier to make nodes drift or change location over time. I have been suggesting this for years now.
Any additional mechanic you could implement to refresh or help nodes would just be abused, questing as it stands can easily be abused already.

Some quality nodes would obviously make better sense to remain static, like stones and possibly dirt or sand, but even then it could stand to reason that some of them may drift or change with seasons.

As far as animal and vegetation nodes are concerned, there are so many ever-changing natural factors that lead to vegetation thriving in certain areas, it would certainly make sense for quality nodes to organically change position over time, and animals spawning as the same quality in the same location is just outright bizarre in terms of logic.

Nodes changing location would be a huge blow to bot automation and allow for all hearthlings to have a chance to occasionally get lucky nodes appearing near them.

Minerals, metals, clay, water and things that logically should not move can surely remain as something that you would want to defend or attempt to lay claim over, but we are long past the days of putting all our time and resources in to defending nodes. This change would promote constant exploration, more trade and fairer chance for non realm-village hearthlings to obtain quality resources on their own.
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Re: Quality Noded, overfarming and rewarding

Postby Liss12 » Tue Mar 23, 2021 9:17 am

Sounds good. I always thought that nodes of various types are comically small to the point when you can walk 20 tiles and node Q degrades from 80 to 60. It made all but clay, water and high q animals irrelevant since chances that lets say high Q edelveiss spawns exactly at the node are abysmall. I personally think nodes should be as big as corresponding biome, so if you have a forest near your house- you know that this is for example high Q squrrels low Q foxes forest, with decent bluberries also and you can webt there to farm said goods purposefully.
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Re: Quality Nodes, overfarming and rewarding quests

Postby jock » Wed Mar 24, 2021 12:38 pm

Bump
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Re: Quality Nodes, overfarming and rewarding quests

Postby SnuggleSnail » Wed Mar 24, 2021 1:30 pm

have any of you guys considered that bots can move
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Re: Quality Nodes, overfarming and rewarding quests

Postby MagicManICT » Wed Mar 24, 2021 8:34 pm

SnuggleSnail wrote:have any of you guys considered that bots can move

*shock and horror*

In some cases, it'd be a non-issue, such with the farming and foraging nodes. Yes, you can bot finding where the nodes move to, but it works with things like the global pool (end it now!!) and generally takes time to reposition necessary structures and fields (again, all of which can be botted). In the case of hunting and fishing, it's much greater effort for anyone, and might as well become a random crap shoot with no quality nodes, just random animal quality spawning. By the time the bots find the high quality mammoth spawn, it'll end up getting depressed or just outright move depending on how the rules work.

What folks aren't considering, I think, is what happens when the bot army moves in next to them because the high quality node happened to appear on top of their claim.
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Re: Quality Nodes, overfarming and rewarding quests

Postby jock » Wed Mar 24, 2021 8:46 pm

MagicManICT wrote:
SnuggleSnail wrote:have any of you guys considered that bots can move

*shock and horror*

In some cases, it'd be a non-issue, such with the farming and foraging nodes. Yes, you can bot finding where the nodes move to, but it works with things like the global pool (end it now!!) and generally takes time to reposition necessary structures and fields (again, all of which can be botted). In the case of hunting and fishing, it's much greater effort for anyone, and might as well become a random crap shoot with no quality nodes, just random animal quality spawning. By the time the bots find the high quality mammoth spawn, it'll end up getting depressed or just outright move depending on how the rules work.

What folks aren't considering, I think, is what happens when the bot army moves in next to them because the high quality node happened to appear on top of their claim.


in this system the nodes don't move. They "depelete" and "regen" via killing animals and time, boosted by faster regen on nodes that are higher ql, quests increase ql and also replenish ql. Plus it also makes the whole increase ql from increases toad locally to increases small critters. Then the larger node part of not having 1 tile spot that's good and the rest being like 60ql lower for no reason.
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