gardener attribute

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

Re: gardener attribute

Postby Apocoreo » Mon Dec 18, 2023 9:09 pm

Nightdawg wrote:2011 great idea haver


12 years of bangers sinve my first post to add bridges, baby
i like game grumps


#1 Moloch acolyte
User avatar
Apocoreo
 
Posts: 743
Joined: Wed Feb 02, 2011 4:33 pm

Re: gardener attribute

Postby vatas » Mon Dec 18, 2023 9:57 pm

If misleading or confusing name of Farming (ability) is the problem, I highly doubt that is grounds for splitting it into two different skills. Much better idea would be to rename it to cultivation or something, imho.
The most actively maintained Haven and Hearth Wiki (Not guaranteed to be up-to-date with all w14 changes.)

Basic Claim Safety (And what you’re doing wrong) (I recommend you read it in it's entirety, but TL:;DR: Build a Palisade.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
User avatar
vatas
 
Posts: 4513
Joined: Fri Apr 05, 2013 8:34 am
Location: Suomi Finland Perkele

Re: gardener attribute

Postby Fostik » Tue Dec 19, 2023 10:23 am

It will not be so bad if game require separate attribute for any activity, after all you won't need to raise every attribute to 300-600 values.
But in this case attributes should give something more than just softcaps and hardcaps.
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2003
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: gardener attribute

Postby terechgracz » Tue Dec 19, 2023 4:12 pm

Every action can be categorized. For example crafting, opening, or transferring items, each associated with specific properties of the objects involved. It seems logical to introduce a unique skill for every distinct action imaginable. For instance, having a skill for transferring metal ingots to or from a cupboard, picking stinging nettles in early summer, or catching dragonflies in a dugout.

This proposed skill system operates on an additive hierarchy. For instance, a broad "Combat" skill would enhance all aspects of combat moves. Additionally, there could be a more specialized "Unarmed Combat" skill specifically tailored for unarmed attacks. The calculation of skill for each action involves summing up the values of relevant skills at each node. For example, if one has 200 in Combat, 120 in Unarmed Combat, and 40 in KITO, the total skill for further calculations would be 360 (200 + 120 + 40).

This approach allows for highly detailed character development. Beyond combat, as illustrated in the previous examples, there should be skill "terms" linked to various factors such as the time of year, the type of equipment worn (whether it's made of leather, metal, or bones, and its wear), and more. The potential for customization is virtually limitless.

Consider the possibility of a Text Box feature that permits the input of different action terms. For instance, typing "Chopping Plane Trees when the sun shines brightly and trees are calm" could be translated into chopping a specific tree when the weather is clear and sunny. Another example could be inputting "Bunny Slippers wearing sprucecap chaser," allowing the character to chase sprucecaps faster when wearing bunny slippers. This Text Box could be used to favourite skills we're interested in improving while most general ones would be favourited by default.

I believe this system would represent a significant milestone in enhancing gameplay.
terechgracz
 
Posts: 517
Joined: Wed Feb 07, 2018 5:06 pm

Re: gardener attribute

Postby The_Blode » Tue Dec 19, 2023 4:39 pm

I'd like to point out that Project Zomboid has a system for more/less storage in containers based on player skills/traits, and it DOES work, but it's really fucking frustrating.

-have low inventory space character
-open a cupboard someone with max inventory space has filled
-take something out of it
-can't put it back

shit like that
User avatar
The_Blode
 
Posts: 433
Joined: Sat Oct 08, 2011 7:51 am
Location: Location: Location

Re: gardener attribute

Postby Dawidio123 » Tue Dec 19, 2023 5:19 pm

The_Blode wrote:I'd like to point out that Project Zomboid has a system for more/less storage in containers based on player skills/traits, and it DOES work, but it's really fucking frustrating.

-have low inventory space character
-open a cupboard someone with max inventory space has filled
-take something out of it
-can't put it back

shit like that

This is literally the worst, the only way to actually play with those traits is giving them to everyone for free, otherwise it's cancer.
Ingame: Shaki
ImageImageImage
ImageImageImageImage
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
Dawidio123
 
Posts: 523
Joined: Wed Aug 31, 2011 11:48 pm
Location: In the walls

Re: gardener attribute

Postby Fostik » Wed Dec 20, 2023 10:32 am

terechgracz wrote:Every action can be categorized. For example crafting, opening, or transferring items, each associated with specific properties of the objects involved. It seems logical to introduce a unique skill for every distinct action imaginable. For instance, having a skill for transferring metal ingots to or from a cupboard, picking stinging nettles in early summer, or catching dragonflies in a dugout.

This proposed skill system operates on an additive hierarchy. For instance, a broad "Combat" skill would enhance all aspects of combat moves. Additionally, there could be a more specialized "Unarmed Combat" skill specifically tailored for unarmed attacks. The calculation of skill for each action involves summing up the values of relevant skills at each node. For example, if one has 200 in Combat, 120 in Unarmed Combat, and 40 in KITO, the total skill for further calculations would be 360 (200 + 120 + 40).

This approach allows for highly detailed character development. Beyond combat, as illustrated in the previous examples, there should be skill "terms" linked to various factors such as the time of year, the type of equipment worn (whether it's made of leather, metal, or bones, and its wear), and more. The potential for customization is virtually limitless.

Consider the possibility of a Text Box feature that permits the input of different action terms. For instance, typing "Chopping Plane Trees when the sun shines brightly and trees are calm" could be translated into chopping a specific tree when the weather is clear and sunny. Another example could be inputting "Bunny Slippers wearing sprucecap chaser," allowing the character to chase sprucecaps faster when wearing bunny slippers. This Text Box could be used to favourite skills we're interested in improving while most general ones would be favourited by default.

I believe this system would represent a significant milestone in enhancing gameplay.


This is how haven should look like, otherwise project will die.
Known as zunzon. Contact discord: zunzon.
User avatar
Fostik
 
Posts: 2003
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: gardener attribute

Postby Apocoreo » Wed Dec 20, 2023 7:44 pm

Fostik wrote:
terechgracz wrote:Every action can be categorized. For example crafting, opening, or transferring items, each associated with specific properties of the objects involved. It seems logical to introduce a unique skill for every distinct action imaginable. For instance, having a skill for transferring metal ingots to or from a cupboard, picking stinging nettles in early summer, or catching dragonflies in a dugout.

This proposed skill system operates on an additive hierarchy. For instance, a broad "Combat" skill would enhance all aspects of combat moves. Additionally, there could be a more specialized "Unarmed Combat" skill specifically tailored for unarmed attacks. The calculation of skill for each action involves summing up the values of relevant skills at each node. For example, if one has 200 in Combat, 120 in Unarmed Combat, and 40 in KITO, the total skill for further calculations would be 360 (200 + 120 + 40).

This approach allows for highly detailed character development. Beyond combat, as illustrated in the previous examples, there should be skill "terms" linked to various factors such as the time of year, the type of equipment worn (whether it's made of leather, metal, or bones, and its wear), and more. The potential for customization is virtually limitless.

Consider the possibility of a Text Box feature that permits the input of different action terms. For instance, typing "Chopping Plane Trees when the sun shines brightly and trees are calm" could be translated into chopping a specific tree when the weather is clear and sunny. Another example could be inputting "Bunny Slippers wearing sprucecap chaser," allowing the character to chase sprucecaps faster when wearing bunny slippers. This Text Box could be used to favourite skills we're interested in improving while most general ones would be favourited by default.

I believe this system would represent a significant milestone in enhancing gameplay.


This is how haven should look like, otherwise project will die.

Also separate apprasial skills for detwrmineing the q of items
i like game grumps


#1 Moloch acolyte
User avatar
Apocoreo
 
Posts: 743
Joined: Wed Feb 02, 2011 4:33 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: RussZero and 89 guests