Some processes in the game are too slow

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

Some processes in the game are too slow

Postby Fostik » Thu Sep 08, 2022 2:55 pm

Some farming processes in the game are too slow.

What is actual point of waiting 2+ weeks before you can harvest grapes, pepper and hops? Is there any fun of not letting hermits to make wine during first season of new world?
What is the benefit of waiting 1.5 weeks for pumpkin?
Poppies, again. What would have been so terrible If I had a small poppy bagel not on the second month of game?
Also I don't understand what is the point of artificial scarcity with straw and plant fibre - material that should be accessible in world like haven literally from anything.

Those resources are very required at the start, but quickly became redundant with the rise of farming credo, beehives, accumulation of growth speed, [kingdoms]. I am literally struggling to find activity for myself during first weeks of game, but then game requires from me tons of time to be allocated for livestock and plants with their lifecycle being much faster than it does on the start.
I think it worth to consider any way that will buff growth speed of some plants, or make material alternatives for certain farming materials.

Must admit in previous worlds I haven't bothered about it because all time were just spent of mines and it's requirements/dependencies, for now still not producing enough farm pisses me off when I look on it.
Last edited by Fostik on Thu Sep 08, 2022 3:02 pm, edited 1 time in total.
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2261
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: Some processes in the game are too slow

Postby Liss12 » Thu Sep 08, 2022 2:59 pm

Fostik wrote:Some farming processes in the game are too slow.

What is actual point of waiting 2+ weeks before you can harvest grapes, pepper and hops? Is there any fun of not letting hermits to make wine during first season of new world?
What is the benefit of waiting 1.5 weeks for pumpkin?
Also I don't understand what is the point of artificial scarcity with straw and plant fibre - material that should be accessible in world like haven literally from anything.

Those resources are very required at the start, but quickly became redundant with the rise of farming credo, beehives, accumulation of growth speed, [kingdoms]. I am literally struggling to find activity for myself during first weeks of game, but then game requires from me tons of time to be allocated for livestock and plants with their lifecycle function being much faster than it does on the start.
I think it worth to consider any way that will buff growth speed of some plants, or make material alternatives for certain farming materials.

Taming is probably most annoying of early world chores. Timing is impossible to predict and only gods deside will the sheeps be ready for beating when you have time to play or in 5 minutes after you went to work/sleep.
Liss12
 
Posts: 336
Joined: Mon Jun 03, 2013 3:09 am

Re: Some processes in the game are too slow

Postby Zampfeo » Thu Sep 08, 2022 3:41 pm

Prior to world 3, WWW didn't exist and, instead, one would find patches of crops growing in the wild. The hunt for wheat back then was a lot more engaging than the RNG of drying wheat seeds IMO. Jorb didn't go into detail of why WWW were introduced, but presumably it was to make farm progression slower. It was possible to have access to baking, wheat, and plant fibers on day 1 back then because the process of drying WWW and planting the seeds didn't exist. I think these things that slow early world progression are generally good, though more wild alternatives could be interesting. We already have tubers(cattail roots) - wild onion, flour, squash, etc. couldn't hurt. Wild finer plant fibres, though, would probably be too big of an addition.
User avatar
Zampfeo
 
Posts: 651
Joined: Sun Apr 25, 2010 8:30 pm
Location: USA

Re: Some processes in the game are too slow

Postby Sevenless » Thu Sep 08, 2022 3:49 pm

Sounds like you didn't spam gathering WWWs enough. Especially if you're unable to fill your time while waiting. Drying 200-300 WWWs by now is only 10/day. Easily doable for anyone looking for time to fill. Also hunting bee larva to speed up growth. These comments wouldn't be applicable if you were actually busy with other stuff the whole time.

No excuses for crops that take 1+ week though. I'm not a fan of planning anything out past 1 week in terms of production.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7610
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Some processes in the game are too slow

Postby Fostik » Thu Sep 08, 2022 3:59 pm

Sevenless wrote:Sounds like you didn't spam gathering WWWs enough. Especially if you're unable to fill your time while waiting. Drying 200-300 WWWs by now is only 10/day. Easily doable for anyone looking for time to fill. Also hunting bee larva to speed up growth. These comments wouldn't be applicable if you were actually busy with other stuff the whole time.


This is not a How do I subforum, sir. I know how to play.
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2261
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: Some processes in the game are too slow

Postby Liss12 » Thu Sep 08, 2022 4:22 pm

Sevenless wrote:Sounds like you didn't spam gathering WWWs enough. Especially if you're unable to fill your time while waiting. Drying 200-300 WWWs by now is only 10/day. Easily doable for anyone looking for time to fill. Also hunting bee larva to speed up growth. These comments wouldn't be applicable if you were actually busy with other stuff the whole time.

No excuses for crops that take 1+ week though. I'm not a fan of planning anything out past 1 week in terms of production.

Solo hermits are being tedium locked from progress by building hundreds of drying frames and collecting WWWS while organized tryhards can have operational herbalist table and beehives on day 2, thats not exactly good situation.
Liss12
 
Posts: 336
Joined: Mon Jun 03, 2013 3:09 am

Re: Some processes in the game are too slow

Postby noindyfikator » Thu Sep 08, 2022 5:34 pm

Liss12 wrote:
Fostik wrote:Some farming processes in the game are too slow.

What is actual point of waiting 2+ weeks before you can harvest grapes, pepper and hops? Is there any fun of not letting hermits to make wine during first season of new world?
What is the benefit of waiting 1.5 weeks for pumpkin?
Also I don't understand what is the point of artificial scarcity with straw and plant fibre - material that should be accessible in world like haven literally from anything.

Those resources are very required at the start, but quickly became redundant with the rise of farming credo, beehives, accumulation of growth speed, [kingdoms]. I am literally struggling to find activity for myself during first weeks of game, but then game requires from me tons of time to be allocated for livestock and plants with their lifecycle function being much faster than it does on the start.
I think it worth to consider any way that will buff growth speed of some plants, or make material alternatives for certain farming materials.

Taming is probably most annoying of early world chores. Timing is impossible to predict and only gods deside will the sheeps be ready for beating when you have time to play or in 5 minutes after you went to work/sleep.


there is math formula for it, like with hunger system. Animal will become tameable again in:
(hexa root from (current time*4) * square root of animal type (varies from 1-10)) / discrete value of moon cycle (varies from 1-3). Let's consider a boar and 4 pm (16:00):

(hexa(64)=2) * boar has animal type of 10 = 20
Moon cycle is 3 so

boar will become tameable in 20/3 = 7 hours

Idk why you don't know basic math needed to play this game
User avatar
noindyfikator
 
Posts: 1452
Joined: Fri Jul 15, 2011 11:10 am

Re: Some processes in the game are too slow

Postby Gacrux » Fri Sep 09, 2022 5:48 am

Zampfeo wrote:Prior to world 3, WWW didn't exist and, instead, one would find patches of crops growing in the wild. The hunt for wheat back then was a lot more engaging than the RNG of drying wheat seeds IMO. Jorb didn't go into detail of why WWW were introduced, but presumably it was to make farm progression slower. It was possible to have access to baking, wheat, and plant fibers on day 1 back then because the process of drying WWW and planting the seeds didn't exist. I think these things that slow early world progression are generally good, though more wild alternatives could be interesting. We already have tubers(cattail roots) - wild onion, flour, squash, etc. couldn't hurt. Wild finer plant fibres, though, would probably be too big of an addition.


After the intial run for seeds WWW serve no other purpose you should have an option to "split" it and let it dry to produce a mid tier finer plant fiber would ease the transition into herb tables as well
User avatar
Gacrux
 
Posts: 120
Joined: Tue Jan 11, 2011 5:17 am

Re: Some processes in the game are too slow

Postby Liss12 » Fri Sep 09, 2022 7:33 am

noindyfikator wrote:
Liss12 wrote:
Fostik wrote:Some farming processes in the game are too slow.

What is actual point of waiting 2+ weeks before you can harvest grapes, pepper and hops? Is there any fun of not letting hermits to make wine during first season of new world?
What is the benefit of waiting 1.5 weeks for pumpkin?
Also I don't understand what is the point of artificial scarcity with straw and plant fibre - material that should be accessible in world like haven literally from anything.

Those resources are very required at the start, but quickly became redundant with the rise of farming credo, beehives, accumulation of growth speed, [kingdoms]. I am literally struggling to find activity for myself during first weeks of game, but then game requires from me tons of time to be allocated for livestock and plants with their lifecycle function being much faster than it does on the start.
I think it worth to consider any way that will buff growth speed of some plants, or make material alternatives for certain farming materials.

Taming is probably most annoying of early world chores. Timing is impossible to predict and only gods deside will the sheeps be ready for beating when you have time to play or in 5 minutes after you went to work/sleep.


there is math formula for it, like with hunger system. Animal will become tameable again in:
(hexa root from (current time*4) * square root of animal type (varies from 1-10)) / discrete value of moon cycle (varies from 1-3). Let's consider a boar and 4 pm (16:00):

(hexa(64)=2) * boar has animal type of 10 = 20
Moon cycle is 3 so

boar will become tameable in 20/3 = 7 hours

Idk why you don't know basic math needed to play this game

Cursed be those pesky pythagorean math wizards and their witchcraft. They're betrayed Jesus.
Liss12
 
Posts: 336
Joined: Mon Jun 03, 2013 3:09 am

Re: Some processes in the game are too slow

Postby linkfanpc » Fri Sep 09, 2022 7:53 am

noindyfikator wrote:20/3 = 7


Image
Total misplay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

W7: Semi-Hermit
W8: Semi-Hermit
W9-15: Lawspeaker of villages of myself-4 people.
W16: Hermit
User avatar
linkfanpc
 
Posts: 2165
Joined: Wed Aug 05, 2015 7:07 pm
Location: A Cabin

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot], Meta [Bot] and 35 guests