Remove quest ql increase

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Remove quest ql increase

Postby Dawidio123 » Fri Oct 06, 2023 7:30 pm

This has been mentioned in the prelude thread:
Questing giving quality bonuses is just a stupid mechanic.
Either you do none - some questing (Like 99% of the playerbase due to questing being annoying at best, and tedious af at worst) and those gains are basically non existent, i literally never noticed the ql increase mattering (I don't play after like 3-4 months lol) until it was brought up in that thread.
Or you abuse the shit out of it and do it 24/7 for months and then you can get ridiculous level of ql on some random ass animal or plant.
If the mechanic is not good unless you abuse the shit out of it, it shouldn't exist to begin with. Just leave quests (I'd prefer their removal but that's my subjective opinion) as something that can help you out with hunger/lp/xp and sometimes give a nice gild, there is no need for it to be a way to raise the quality of X to 1000.

Edit: Forgot to mention one thing, for people who won't be grinding quests for the quality but are instead doing them for some short-term gain like lp/xp/hunger, the ql increase rewards just feel like a slap to the face (if i get +1ql of dandelions after doing 6 objectives because i want some xp/lp early on i'm 200% more likely to kill the next hermit i see).

Edit2: A possible compromise that i've arrived at is to limit the ql increases up to the max "natural" ql (max ql they could possibly spawn with on their own), ie. foragables around 40-50ql, bears/mooses around 300ql, etc. Also make them a secondary reward on top of a normal reward (refer to first edit).
Last edited by Dawidio123 on Sat Oct 07, 2023 4:45 am, edited 3 times in total.
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Re: Remove quest ql increase

Postby LaserSaysPew » Fri Oct 06, 2023 8:47 pm

Dawidio123 wrote:...i literally never noticed the ql increase mattering (I don't play after like 3-4 months lol) until it was brought up in that thread.


Then why do you care? It doesn't affect you in any way.

First months that you play - you said it yourself, you never even noticed it because the effects are minimal and they need a lot of time and grind to pile up. So no effect on your gameplay.
4-5-6 etc. months - it affects couple guys that are enjoying it. You're not playing anymore.
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Re: Remove quest ql increase

Postby Dawidio123 » Fri Oct 06, 2023 9:06 pm

LaserSaysPew wrote:Then why do you care? It doesn't affect you in any way.

I quit due to other reasons (game becoming a chore instead of fun), if those were to be fixed i would keep playing for longer and then the autistic quest grind would affect me.
It just doesn't make sense that devs remove stuff like metal spiraling from W10 due to it being too grindy(best world, fight me), but then keep mechanics like this one.
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Re: Remove quest ql increase

Postby LaserSaysPew » Fri Oct 06, 2023 9:58 pm

Dawidio123 wrote:
LaserSaysPew wrote:Then why do you care? It doesn't affect you in any way.

I quit due to other reasons (game becoming a chore instead of fun), if those were to be fixed i would keep playing for longer and then the autistic quest grind would affect me.
It just doesn't make sense that devs remove stuff like metal spiraling from W10 due to it being too grindy(best world, fight me), but then keep mechanics like this one.


Oh, I'm not gonna fight you on this one, w10 was the best one ever. With proper bonfire, with awesome satiations system that was actually rewarding knowledge and preparation instead of current one that just punishes everyone. With unlimited roads. CF. NK. Damn, now I miss w10, why did you remind me.

On the topic, those chore things probably won't be fixed. Not sure if they can be fixed even. And w10 metal spiraling produced results much faster than that q quest increase. You didn't have to wait for several months. Also, my memory might be failing me, but tool q hardcaps butchering now, right? So does it even matter that your moose is q1000 if it is being hardcapped?
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Re: Remove quest ql increase

Postby Dawidio123 » Fri Oct 06, 2023 10:25 pm

LaserSaysPew wrote:On the topic, those chore things probably won't be fixed. Not sure if they can be fixed even. And w10 metal spiraling produced results much faster than that q quest increase. You didn't have to wait for several months. Also, my memory might be failing me, but tool q hardcaps butchering now, right? So does it even matter that your moose is q1000 if it is being hardcapped?


I mean it's not only animals afaik, you could get 1000ql strings aswell by just upping taproot ql. But if people actually played long-term it kinda becomes an issue, since your tool could be much higher than most animals (idk exact numbers for top ql tools rn).
Natural spawns are usually below 300 (except trolls, whales, etc. We literally marked 250ql bears on our maps). Having a group grind out some common animal up to 1000ql would allow them to basically gather unlimited amounts of topql bones with ease (well apart from spending months grinding quests lol), and if done efficiently/automated it wouldn't even take that much time.

This also leads to another issue, quests being grind worthy may lead to some groups actually putting in the effort to make a bot for them. Idk how feasible it is but it's seems far from impossible, especially if we account for the fact that starting quests are very easy and only get harder as you do more and more of them, in exchange you get bigger number rewards (more xp/lp/hunger), but it doesn't matter for ql increases, so you could in theory keep on making new chars (10k lp you need is nothing with all the starting quests) and having them run through easy quests, ignoring all the ones they cannot do on its own (or abandon all quests and wait for a new one, or abandon and then use xp to get another one, etc.).
I assume nobody bothered to do it yet, but once someone does it will become a real issue if they are able to run it 24/7 (multiple chars) doing quests around their area and raise the shit out all the animals there, especially since industry is heavily based on hql bones.
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Re: Remove quest ql increase

Postby Audiosmurf » Fri Oct 06, 2023 10:37 pm

Nah the +1Q rewards are cute they should stay :3c
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Re: Remove quest ql increase

Postby HarryDresden » Fri Oct 06, 2023 11:29 pm

I personally like the Quality increase for a quest reward, it's much better than garbage that builds up like useless Gilding Rocks. It's ripe for abuse though with grinding specific rewards, but that's its own discussion.
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Re: Remove quest ql increase

Postby VDZ » Fri Oct 06, 2023 11:33 pm

LaserSaysPew wrote:
Dawidio123 wrote:...i literally never noticed the ql increase mattering (I don't play after like 3-4 months lol) until it was brought up in that thread.


Then why do you care? It doesn't affect you in any way.

First months that you play - you said it yourself, you never even noticed it because the effects are minimal and they need a lot of time and grind to pile up. So no effect on your gameplay.

For me, it's precisely the lack of effect that frustrates me. If I jumped through all those hoops to finish the quest (sometimes involving sacrificing some items I could use for better things) and get "rewarded" with +1 quality to some random thing in a region I rarely visit, I feel robbed. Casual questers essentially just randomly get no reward every now and then, and that's bullshit. Disregarding the broader implications of the mechanic, "thanks for the effort, have some nothing" is terrible, especially when some of the rewards are genuinely good (meaning you just got fucked hard by RNG, the difference between 'nothing' and 'great reward' being bigger than the difference between 'nothing' and 'small reward'). Speaking of which...

Dawidio123 wrote:Just leave quests (I'd prefer their removal but that's my subjective opinion) as something that can help you out with hunger [...]

No, not as long as the higher hunger bonuses exist. If hunger is designed as a catchup mechanic for less active players as the devs claim, you should not be able to regain it by nolifing quests. I'd rather just see the hunger bonus nerfed into the ground as in practice it utterly fails as a catchup mechanic (and primarily just increases the gap between top players and less advanced players, the opposite of its claimed design intent), but at the very least it should not be restored by possibly the most time-intensive element of the game (questing being a pure effort challenge with no time gating (except for the top questers) and barely any dependency on other mechanics).
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Re: Remove quest ql increase

Postby Dawidio123 » Fri Oct 06, 2023 11:43 pm

VDZ wrote:No, not as long as the higher hunger bonuses exist. If hunger is designed as a catchup mechanic for less active players as the devs claim, you should not be able to regain it by nolifing quests. I'd rather just see the hunger bonus nerfed into the ground as in practice it utterly fails as a catchup mechanic (and primarily just increases the gap between top players and less advanced players, the opposite of its claimed design intent), but at the very least it should not be restored by possibly the most time-intensive element of the game (questing being a pure effort challenge with no time gating (except for the top questers) and barely any dependency on other mechanics).


I do agree, i dislike the quest system as a whole since it serves the purpose of skipping any time gates the game forces onto you, mostly hunger since lp is not that useful and xp can be easily gained with a realm. And allowing players to shit out quests all day long to jump ahead just seems counter-productive to having time gated systems to begin with. So other than satiations you could probably just get 100s of stats by eating and questing all day long (It's basically salt but takes hours of your lifetime). That brings up a good point, hunger rewards should be nerfed if not straight up removed (i think they should just remove salt instead of nerfing it to the ground) if the feasting system is ever to be fixed.

But, i guess some people do be liking those ql rewards (to me they feel like a slap to the face since as you said it yourself it's basically "Here you go, literally nothing"), maybe limiting them to the max natural spawn ql would be a good compromise (I don't have the numbers but i'm sure the devs do as the animals have a clear range of qualities they can spawn at, ie. bears go from something like 60 i think up to like 300s, but never anything like 700ql, foragables go up to like 50ql, etc.). It would still allow the quest grinders to have the perfect hunting spots but it's a lot better than straight up 1000ql stuff.
And those rewards should be ONLY in addition to other rewards, so people who aren't grinding them don't feel scammed every time they get it.
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Re: Remove quest ql increase

Postby Sevenless » Sat Oct 07, 2023 3:34 am

Dawidio123 wrote:
LaserSaysPew wrote:On the topic, those chore things probably won't be fixed. Not sure if they can be fixed even. And w10 metal spiraling produced results much faster than that q quest increase. You didn't have to wait for several months. Also, my memory might be failing me, but tool q hardcaps butchering now, right? So does it even matter that your moose is q1000 if it is being hardcapped?


I mean it's not only animals afaik, you could get 1000ql strings aswell by just upping taproot ql. But if people actually played long-term it kinda becomes an issue, since your tool could be much higher than most animals (idk exact numbers for top ql tools rn).
Natural spawns are usually below 300 (except trolls, whales, etc. We literally marked 250ql bears on our maps). Having a group grind out some common animal up to 1000ql would allow them to basically gather unlimited amounts of topql bones with ease (well apart from spending months grinding quests lol), and if done efficiently/automated it wouldn't even take that much time.


You really need to know what qualities are around before you can start throwing out suggestions on this one. The balance matters. Namely because questing made animals way above the quality of tools, to the point that those animals never got harvested at their quality at all. And even with autismo faction it didn't break the game. This had one of the larger deepworld populations for a haven world.

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