Tough root is finer plant fibre

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Tough root is finer plant fibre

Postby Fostik » Sat Oct 15, 2022 11:28 am

To make tough roots an earlier available plant fibre and leather cloth. I don't understand why are we forced to wait one month before such materials become widely available.
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Re: Tough root is finer plant fibre

Postby kirillius98 » Sat Oct 15, 2022 11:43 am

Good idea - low quality herbalist tables early in the game are good, not bad.
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Re: Tough root is finer plant fibre

Postby Sevenless » Sat Oct 15, 2022 1:37 pm

Fostik wrote:To make tough roots an earlier available plant fibre and leather cloth. I don't understand why are we forced to wait one month before such materials become widely available.


Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.
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Re: Tough root is finer plant fibre

Postby Vigilance » Sat Oct 15, 2022 2:02 pm

Sevenless wrote:
Fostik wrote:To make tough roots an earlier available plant fibre and leather cloth. I don't understand why are we forced to wait one month before such materials become widely available.


Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.

I will fucking gut you for your merch robe, sprucecap.
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Re: Tough root is finer plant fibre

Postby Sevenless » Sat Oct 15, 2022 2:16 pm

Vigilance wrote:
Sevenless wrote:
Fostik wrote:To make tough roots an earlier available plant fibre and leather cloth. I don't understand why are we forced to wait one month before such materials become widely available.


Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.

I will fucking gut you for your merch robe, sprucecap.


I look forward to being shanked by pointy dirt.

Edit: I think the actual solution to this would be to increase the quantity of seeds you get from WWWs. Mass collecting and drying WWWs (50 drying racks worth or more) to get a headstart on farms is kinda brutal. If you could plant 10 tiles of hemp from a single WWW hemp find, it wouldn't take a month to get fine fibers rolling in decent quantities.
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Re: Tough root is finer plant fibre

Postby Fostik » Sat Oct 15, 2022 6:38 pm

Sevenless wrote:
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.


So I question the expediency
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Re: Tough root is finer plant fibre

Postby Reiber » Sun Oct 16, 2022 9:05 pm

Fostik wrote:
Sevenless wrote:
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.


So I question the expediency


tbqf, i really enjoyed the slow start this world, sure a week long timer on any progress is bullcrap,. but actually having an decent timeframe between having cloth and steel was nice, sure, it all went down the drain as soon as the first smelter was built, and people just skipped from shitty bronze directly intoo shitty steel and cycling iron,
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Re: Tough root is finer plant fibre

Postby kirillius98 » Sun Oct 16, 2022 9:37 pm

Reiber wrote:
Fostik wrote:
Sevenless wrote:
Isn't the entire point of making fine fiber time gated to slow down early world? Day three silk when you're running around with clay knives sounds kinda whack.


So I question the expediency


tbqf, i really enjoyed the slow start this world, sure a week long timer on any progress is bullcrap,. but actually having an decent timeframe between having cloth and steel was nice, sure, it all went down the drain as soon as the first smelter was built, and people just skipped from shitty bronze directly intoo shitty steel and cycling iron,


Honestly, start was the same as it always be - strong clans develop at uncalculatable speed and others are following their trace at the speed they prefer
It's true that it was a good feeling of normal development instead of skipping bronze and cloth but there is a very deep problem that is most important for now - problem about relationship between development of earlier waves of players and catch-up of later ones - due to this problem there always will be moments of "content skipping" such as ignoring bronze and bying cast iron or mining right to the lower levels.
I want to give my thanks to Jorb for overthinking mining and moving ores deeper and also thanks for giving -2;+5 farming quality change - these are good decisions.

And what about tough root - making it finer fibre won't hurt too much because it will be easier to start farming earlier
The main problem is silk - it would be much faster silk production than it was and that is a problem
Solution can be quite simple:
1. Make merchant robe's cost something more than just silk
2. Add more utility crafts from silk (such as scarfs with unique effect or hat for psyche/charisma)
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Re: Tough root is finer plant fibre

Postby Reiber » Wed Oct 19, 2022 1:50 am

kirillius98 wrote:
Honestly, start was the same as it always be - strong clans develop at uncalculatable speed and others are following their trace at the speed they prefer
It's true that it was a good feeling of normal development instead of skipping bronze and cloth but there is a very deep problem that is most important for now - problem about relationship between development of earlier waves of players and catch-up of later ones - due to this problem there always will be moments of "content skipping" such as ignoring bronze and bying cast iron or mining right to the lower levels.
I want to give my thanks to Jorb for overthinking mining and moving ores deeper and also thanks for giving -2;+5 farming quality change - these are good decisions.

And what about tough root - making it finer fibre won't hurt too much because it will be easier to start farming earlier
The main problem is silk - it would be much faster silk production than it was and that is a problem
Solution can be quite simple:
1. Make merchant robe's cost something more than just silk
2. Add more utility crafts from silk (such as scarfs with unique effect or hat for psyche/charisma)


i wasnt saying anything about skipping steps through trade, thats an whole other topic. sure, at some point it sucks that the best way for your miner to progress, is for them to leave the mine and collect hedhoges and candleberrys all day.

i have had to privilege of being close to an group that at least for some time was around the leads in early progression, we where an day, sometimes mere houres behind the deepest minhole, and have held the best axes for some time in the world.

i was talking about the fact that cast and wrought iron wherent an thing. people decended , and made bronzegear, ending dirtknivemeta 1 week in, found calco,and turned there first few smelters of castiron intoo fineryforges and steel, so weaponprogression around the top was week knives- bronzesword-b12
with silkproduction starting somewhere between 1. and 2. week of this. depending solely on how much and how bad you needed villagebanners. or how greedy local hermits where for exquisite belts.

if your really going for it, silk can be made , what is it ? 3-4 days in? thats the beauty of silking, everybody can do it.
i dont think merchants robes should be teclocked behind something stupid really, they offer good utility, but nothing else, they arent really an combat or ability upgrade, with early guildings relying less on sewingslots, i think bearcoat just outperfoms it for hunters/miners/combat.
+1 for more novelty and utility items from silk. decided that bearcoats look better, and i have better guilds on it, so i´m just making silk for the fun of it really.
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Re: Tough root is finer plant fibre

Postby Fostik » Wed Oct 19, 2022 9:01 am

Reiber wrote:
tbqf, i really enjoyed the slow start this world, sure a week long timer on any progress is bullcrap,. but actually having an decent timeframe between having cloth and steel was nice, sure, it all went down the drain as soon as the first smelter was built, and people just skipped from shitty bronze directly intoo shitty steel and cycling iron,


Let me elaborate: before last world metal and mining change I was fine with it.
Farms and other stuff kicks very slowly and you wait 2 to 4 weeks before you can widely use farming products and crafts - I was absolutely fine with it while I was able invest my time in hunting and mining discoveries. You can't achieve chicken eggs before you got straw, but you can make bronze sword - fine.
In this world, hunting were heavily complicated by absence of weapons before first bronze, which requires 1 week of time. Of course I understand that well organized and experienced players weren't gated by it, and found a way to kill animals without limitations.

But for now I question, I cant neither use farming goods and develop in this game as farmer first weeks (name it before metal age), nor can I jump into next phase with metals and metal weapons to unlock other gameplay.
My take: first month in haven in new world became boring this world, and lacked content. It was boring for me to login and do nothing or not being able to do something I usually did.
This is why I am trying to reconsider such things as straw and fibre, why do we really need gate all mechanics? If you like it, let's gate claims and palisades and run in forests like savages for first two weeks before you can finally settle

Reiber wrote:if your really going for it, silk can be made , what is it ? 3-4 days in? thats the beauty of silking, everybody can do it.
i dont think merchants robes should be teclocked behind something stupid really, they offer good utility, but nothing else, they arent really an combat or ability upgrade, with early guildings relying less on sewingslots, i think bearcoat just outperfoms it for hunters/miners/combat.
+1 for more novelty and utility items from silk. decided that bearcoats look better, and i have better guilds on it, so i´m just making silk for the fun of it really.


Silk value comes from it's high complexity to craft, not the availability of herbalist tables.
Comparing silk to wax and cloth, it does not become cheapest widely available resource after while.
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