Dreamweaving

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

Dreamweaving

Postby Etherdrifter » Sun Feb 26, 2012 3:46 am

Whenever I join a game forum I always like the first post to be some kind of suggestion, so here it is.

New Skill : Dream Weaving
Cost : 5000lp
Requires : Hearth Magic
Notes : Allows dreams of higher quality to be harvested (based on psyche stat)

New Item : Malicious Thoughts
Type : Curio
Quality : Based on strength of victim (total lp / 50000)
Gained by : Killing another player
Requires : Dream Weaving, Murder
Base LP : 2000
Time Required : 48 hours
Mental Weight : 3
Size : 1
Softcapped by : Psyche

New Item : Visionary Dream
Type : Curio
Quality : Random
Gained by : Dream catchers (3% chance)
Requires : Dream Weaving
Base LP : 1000
Time Required : 48 hours
Mental Weight : 1
Size : 1
Notes : Can be used on an item to increase its quality by 1
Softcapped by : Psyche

New Item : Inspirational Dream
Type : Curio
Quality : Based on ingredients average
Gained by : Crafting, requires 10 beautiful dreams
Requires : Dream Weaving
Base LP : 740
Time Required : 48 hours
Mental Weight : 1
Size : 1
Softcapped by : Psyche

New Item : Horrible Nightmare
Type : Use Item
Quality : Based on ingredients
Gained By : Crafting, requires 1 malicious thought, 4 beautiful dreams
Requires : Dream Weaving
Use : Used on beds or dream catchers. Next person to use the infected object has a curio added with mental weight = quality/10 and size 1 added to their pool, it offers no lp once used and cannot be removed. It takes 48 hours to dissipate. Planting it leaves a scent if done on a claim (I would suggest vandalism).
Softcapped by : Psyche

New Item : Calming Dream
Type : Use Item
Quality : Based on ingredients
Gained By : Crafting, requires 5 beautiful dreams, 1 inspirational dream
Requires : Dream Weaving
Use : Can be used to purify beds/dream catchers of nightmares. Can be used to prevent someone initiating combat with you for quality * 5 seconds (capped at 3 mins).
Softcapped by : Psyche
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Re: Dreamweaving

Postby shotgunn902 » Sun Feb 26, 2012 3:49 am

pretty interesting
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Re: Dreamweaving

Postby ApocalypsePlease » Sun Feb 26, 2012 5:32 am

Not a bad idea, really interesting with the concepts it adds. I see one issue though


Etherdrifter wrote:New Item : Visionary Dream
...
Gained by : Dream catchers (3% chance)
...
Notes : Can be used on an item to increase its quality by 1


This is extremely abusable. Fields of dream catchers being extremely easy to make for a something which essentially provides easy limitless quality. Fix this.
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Re: Dreamweaving

Postby TeckXKnight » Sun Feb 26, 2012 5:37 am

ApocalypsePlease wrote:Not a bad idea, really interesting with the concepts it adds. I see one issue though
Etherdrifter wrote:New Item : Visionary Dream
...
Gained by : Dream catchers (3% chance)
...
Notes : Can be used on an item to increase its quality by 1

This is extremely abusable. Fields of dream catchers being extremely easy to make for a something which essentially provides easy limitless quality. Fix this.

Perhaps limit it to a single use per item? Still an exceptional piece to have but nothing game breaking then.
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Re: Dreamweaving

Postby kralmir » Sun Feb 26, 2012 5:41 am

i made a field of 500dreamcatchers for the lulz a few worlds back, imagine the size if every 100 give 3 q increasers per harvest. even if theres a 1 point limit 3% is too high a spawn rate.
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Re: Dreamweaving

Postby Shardok » Sun Feb 26, 2012 5:48 am

On that Visionary Dream item, I think it's spawn chance should be about on par with wonderful woodshavings, maybe a little higher. As those are an existing item that one can get from pretty much doing nothing.

I think the limit on how many times you can upgrade something with a visionary dream should be based on one of the belief sliders, not certain which yet, but vary from either as low as 1 to as high as 5, or as low as 2 to as high as 10. But obviously with the lowered spawn rate.

Also, the visionary dream Q should be on par with the Q of dreams you grab presuming DreamWeaving is added, with it not being able to raise the Q of something which already has a higher Q than its Q.

On that Malicious Thought thing, that will Likely not be added based on a prior comment from Jorb I believe regarding the great idea of allowing people to harvest the skulls of fallen hearthlings and how it would be abused by alt spamming. Though with its low value I can't see that being abused so much, presuming that it has a Not 100% spawn, probably a spawn on par with black heart, maybe twice as high.

The Horrible Nightmare sounds a lot like plans for magic in Salem, rather intriguing idea.
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Re: Dreamweaving

Postby TeckXKnight » Sun Feb 26, 2012 5:50 am

I don't think there's an issue with being rewarded for your work and it's really not a huge issue if it's limited to the scope of giving a +1 to an item as long as it can't be stacked. It's the same concept as farming dozens of chicken coops in search of the golden egg.
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Re: Dreamweaving

Postby bmjclark » Sun Feb 26, 2012 5:52 am

Etherdrifter wrote:
New Item : Malicious Thoughts
Type : Curio
Quality : Based on strength of victim (total lp / 50000)
Gained by : Killing another player
Requires : Dream Weaving, Murder
Base LP : 2000
Time Required : 48 hours
Mental Weight : 3
Size : 1
Softcapped by : Psyche



I see alt farms
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Re: Dreamweaving

Postby kralmir » Sun Feb 26, 2012 5:53 am

increasing q130metal bars to q140 isnt neat, its godlike. so no, an item increasing q of stuff cant be allowed to increase q of stuff by 10 points.

more realistic is a 1-2point limit.
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Re: Dreamweaving

Postby Shardok » Sun Feb 26, 2012 6:42 am

Kralnir, with all the addendums I stated though you'd need a Rather godly Psyche to start with to get those Q140 dreams. Then you'd also need to set up a bot to farm the dreams, and with maybe a 1 in 250 chance or so that could that will take a while Even with a farm of dreamcatchers. (Although I do have an idea to stop that actually...) But yeah, based on statistics to change *1* bar from Q130 to Q140 you'd need to farm 2500 dreams, and you'd need to do this on a character with at Least 140 Psyche (Likely more as I doubt it'd be 1:1 Psyche:Quality. I'd prefer to see something like Psyche capping it using the (avgbranchQ*2+dreamQ)/3 then just get the square root of Psy*Q, making it so that it can't go above Psyche.)

And to prevent farming, a simple solution would be to make it like Beehives in a bit, so that dreamcatchers have to be spaced out a bit to be effective (Not as large of a spot as beehives, but you get the idea)
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