The Credo Problem: Farming

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The Credo Problem: Farming

Postby Epidj » Tue Oct 04, 2022 6:53 pm

Stop having all the Credos Rely on Farming.
Tailor Potter and Chef are all important Credos to have in a group but they alle rely on Skills that are not related to farming at all (Masonry, Sewing, Cooking) and while i may see Chef as it is also linked to Hunter and thus the Sources of food.
But why is Potter here and not behind the Quarryman which is already related to Masonry. Same for Tailor, while i do agree that it shouldnt be too accesable because of its powerlevel, i would suggest locking it behind something more generic like Mystic.
If we look over to Quarryman, all the skills coming out of it are generic or related to Masonry, noone but the Miners and Chippers of a group need to go for that Credo early on.
Meanwhile as the Farmer/Chef of my group i now have to share my farm with the Miner AND the Tailor both messing up my schedules, Messing up my Quality and generally reduce the output.
All the while it does not even make sense "Lorewise" or at least im not seeing the Connection: For chef you need to know your ingredients, as a Gardener you need to learn how to take care of more resilient Plants before moving to the delicate ones. But what lesson do you learn about pottery while tending to the Fields ? I might even see Tailor as most Cloth is made from Plants so that one might have legs to stand on at least from a thematic viewpoint. But Potter has absolutely none

TL;DR: Potter and maybe Tailor should not be locked behind the Farming Credo, it makes little to no sense beyond annoying your Farmer
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Re: The Credo Problem: Farming

Postby ZantetsukenX » Tue Oct 04, 2022 8:08 pm

+1
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Re: The Credo Problem: Farming

Postby Zyean » Tue Oct 04, 2022 8:13 pm

Epidj wrote:Stop having all the Credos Rely on Farming.
Tailor Potter and Chef are all important Credos to have in a group but they alle rely on Skills that are not related to farming at all (Masonry, Sewing, Cooking) and while i may see Chef as it is also linked to Hunter and thus the Sources of food.
But why is Potter here and not behind the Quarryman which is already related to Masonry. Same for Tailor, while i do agree that it shouldnt be too accesable because of its powerlevel, i would suggest locking it behind something more generic like Mystic.
If we look over to Quarryman, all the skills coming out of it are generic or related to Masonry, noone but the Miners and Chippers of a group need to go for that Credo early on.
Meanwhile as the Farmer/Chef of my group i now have to share my farm with the Miner AND the Tailor both messing up my schedules, Messing up my Quality and generally reduce the output.
All the while it does not even make sense "Lorewise" or at least im not seeing the Connection: For chef you need to know your ingredients, as a Gardener you need to learn how to take care of more resilient Plants before moving to the delicate ones. But what lesson do you learn about pottery while tending to the Fields ? I might even see Tailor as most Cloth is made from Plants so that one might have legs to stand on at least from a thematic viewpoint. But Potter has absolutely none

TL;DR: Potter and maybe Tailor should not be locked behind the Farming Credo, it makes little to no sense beyond annoying your Farmer


I think potter should just be locked behind forager only personally, since it's still a very required credo
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Re: The Credo Problem: Farming

Postby Massa » Wed Oct 05, 2022 2:37 am

The credos (which are basically skill sets) that you're referencing are all civilized credos. They base themselves upon civilization, order and structure, the root of which was agriculture, which took humanity from its primitive state to organized societies.

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Re: The Credo Problem: Farming

Postby Sephiron » Wed Oct 05, 2022 2:47 am

Massa wrote:The credos (which are basically skill sets) that you're referencing are all civilized credos. They base themselves upon civilization, order and structure, the root of which was agriculture, which took humanity from its primitive state to organized societies.

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Re: The Credo Problem: Farming

Postby Zepar72 » Wed Oct 05, 2022 11:41 am

I don't think credos should get easier to get because they are "essential" or "required". The more useful credo is, the more meh credos should be before it IMO (Cook, scholar).
Yet i 100% agree that farmer should not be required to get tailor or potter. Cook makes a bit more sense i guess, they could put fisherman in prerequired credos too. I guess the problem lies in a fact there is no proper "crafter" credo that could be swapped with farmer.
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Re: The Credo Problem: Farming

Postby Epidj » Thu Oct 06, 2022 1:13 pm

Zepar72 wrote:I don't think credos should get easier to get because they are "essential" or "required". The more useful credo is, the more meh credos should be before it IMO (Cook, scholar).


Dont get me wrong that is not what i was trying to say. I was just making the point that because they are required a lot of people are trying to squeeze it in as early as possible and thus all at the same time, which is specifically anoying on Farmer

Zepar72 wrote:I guess the problem lies in a fact there is no proper "crafter" credo that could be swapped with farmer.


Thats a good point but maybe that also the place to start. A simple early game Crafter Credo. Maybe something like "The Handyman"
Could give bonuses like:
Survival ?
Maybe boosting "Primitive" tool Quality by 5%
Int ?
Tiny Chance to double crafted Curios ?
a +10 or to all the "Professions" (Masonry, Sewing, Carpentry and maybe Cooking and Smithing)


Quests can be
Craft x Tool (Stoneaxe, Bonesaw, WoodenShovel, etc)
Craft simple Clothing (Mostly NettleShirt/Pants, Sprucecap etc)
Gain Survival/Masonry/Sewing/Carpentry
Deliver any Primitive tool/Clothing to Questgiver
Build an early Crafting Station (Dryingframe, Tanningtub, Spinning Wheel)
Craft or Study crafted Curios (Toy Chariot, Barkboat, Seers Spindle, Feather Duster etc.)
Collect Prepared Hide/Leather/Bricks

Study quests should probably be common to timegate the Credo somewhat comparable to what Farmer is currently doing.
This would make space to put the crafting Focused Credos like Pottery and Tailor behind while being generic enough that you are not "Sad" about the bonuses nor the quests
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