Utilize dungeons as a catch-up mechanics for factions Q

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Utilize dungeons as a catch-up mechanics for factions Q

Postby maxeusz » Mon Oct 02, 2023 6:51 pm

Could we use dungeons as a mechanics to catch up on the quality of faction Q items?

The idea is simple:
You got high chance to get a top quality of crop as a reward from Ant Hill Dungeon,
You got high chance to get a top quality metal ore/bar/nuggets as a reward from Bat Cave,
You got high chance to get a top quality of tree sappling as a reward from Beaver Lodge,
You got high chance to get a top quality of gem/gilding/piece of equipment from Beehive Dungeon,
You got high chance to get a top quality chicken/rabbit (either dead or live in the final room) from Fox Hole,
You got high chance to get a top quality cow/pig/sheep/goat (either dead or live in the final room) from Wolf's Lair.

Such a change would make the use of bots less profitable, because everyone would be able to have items of similar quality (with some effort) without having to pay factions an absurd amount of tokens.
And it would help players who start playing in the middle of the server's existence.
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Re: Utilize dungeons as a catch-up mechanics for factions Q

Postby SnuggleSnail » Mon Oct 02, 2023 6:59 pm

maxeusz wrote:You got high chance to get a top quality of crop as a reward from Ant Hill Dungeon


Why a top quality crop? Why not roll between every crop in the game, so the median quality is 1, and after botting >10,000 attempts you're likely to still have not gotten anything top Q let-alone the right kind of topQ plant? Also it should be softcapped by an obscure skill nobody doing ant dungeons has. A static % chance for it to happen is too simple and therefore bad.
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Re: Utilize dungeons as a catch-up mechanics for factions Q

Postby Rebs » Mon Oct 09, 2023 4:34 pm

maxeusz wrote:Could we use dungeons as a mechanics to catch up on the quality of faction Q items?

The idea is simple:
You got high chance to get a top quality of crop as a reward from Ant Hill Dungeon,
You got high chance to get a top quality metal ore/bar/nuggets as a reward from Bat Cave,
You got high chance to get a top quality of tree sappling as a reward from Beaver Lodge,
You got high chance to get a top quality of gem/gilding/piece of equipment from Beehive Dungeon,
You got high chance to get a top quality chicken/rabbit (either dead or live in the final room) from Fox Hole,
You got high chance to get a top quality cow/pig/sheep/goat (either dead or live in the final room) from Wolf's Lair.

Such a change would make the use of bots less profitable, because everyone would be able to have items of similar quality (with some effort) without having to pay factions an absurd amount of tokens.
And it would help players who start playing in the middle of the server's existence.



Am I the only person how hates catch up mechanics.. Why diminish peoples hard work like that. It already annoys me that WWWs can turn into high Q seeds.
I am not saying catch up mechanics are bad, like the minepyres catchup (if you can consider it a catch up) for example but literally giving away peoples hard work (Yes even if its botting) leaves a sour taste in my mouth. "Why bother grinding HQ flax when i can just wait and collect 100s of WWWs for them"

I am more in favour of building mechanics that allow good players to be able to catch up by being dedicated then just hand outs. an example would be instead of -+5 of crop Q per gen its -+6 for example. Or 5% FEP bonus for being more then 50% behind the top players or something shit like that.

Also I want to bring up this point about getting hand outs. Ever joined a world late and brought a HQ axe/saw from the market, only to quit 2 days later because you are bored and already have the highest quality tools and have no goals...
Also what the hell are you gonna do with the HQ hand outs that most people are just gonna soft cap to the floor anyway.
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Re: Utilize dungeons as a catch-up mechanics for factions Q

Postby VDZ » Mon Oct 09, 2023 5:27 pm

Rebs wrote:Also I want to bring up this point about getting hand outs. Ever joined a world late and brought a HQ axe/saw from the market, only to quit 2 days later because you are bored and already have the highest quality tools and have no goals...

For me this is the biggest thing keeping me from playing late-world (or quitting almost immediately when I do give it a try again), except the problem isn't markets (those provide clear goals in themselves: acquire whatever sells on the market and keep upgrading that way) but abandoned bases. Why bother raising quality when you keep getting better stuff by just scavenging? It makes all activities other than scavenging seem pointless.
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Re: Utilize dungeons as a catch-up mechanics for factions Q

Postby Dawidio123 » Mon Oct 09, 2023 5:33 pm

VDZ wrote:
Rebs wrote:Also I want to bring up this point about getting hand outs. Ever joined a world late and brought a HQ axe/saw from the market, only to quit 2 days later because you are bored and already have the highest quality tools and have no goals...

For me this is the biggest thing keeping me from playing late-world (or quitting almost immediately when I do give it a try again), except the problem isn't markets (those provide clear goals in themselves: acquire whatever sells on the market and keep upgrading that way) but abandoned bases. Why bother raising quality when you keep getting better stuff by just scavenging? It makes all activities other than scavenging seem pointless.


Tbh i hate markets (Other than CF, CF was based, I won't elaborate), but man do I love scavenging with a fresh char. It just gives you that nice dopamine rush whenever you find something decent that catapults your progression miles ahead, very much like poe.
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Re: Utilize dungeons as a catch-up mechanics for factions Q

Postby Aerona » Mon Oct 09, 2023 8:53 pm

Being the first has a value in itself, it means you can supply others. If you're playing catch-up you don't get the same reward for the same quality item, the markets have already moved on.
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Re: Utilize dungeons as a catch-up mechanics for factions Q

Postby TheServant » Tue Oct 10, 2023 12:01 am

maxeusz wrote:Could we use dungeons as a mechanics to catch up on the quality of faction Q items?

The idea is simple:
You got high chance to get a top quality of crop as a reward from Ant Hill Dungeon,
You got high chance to get a top quality metal ore/bar/nuggets as a reward from Bat Cave,
You got high chance to get a top quality of tree sappling as a reward from Beaver Lodge,
You got high chance to get a top quality of gem/gilding/piece of equipment from Beehive Dungeon,
You got high chance to get a top quality chicken/rabbit (either dead or live in the final room) from Fox Hole,
You got high chance to get a top quality cow/pig/sheep/goat (either dead or live in the final room) from Wolf's Lair.

Such a change would make the use of bots less profitable, because everyone would be able to have items of similar quality (with some effort) without having to pay factions an absurd amount of tokens.
And it would help players who start playing in the middle of the server's existence.



Seems good with a bit of polishing. I wouldn't say top quality but something like 10%-20% less. It gave me a good idea, later I'll try to come up with it.
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