Research, Skalds, and Learning Fires

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

Re: Research, Skalds, and Learning Fires

Postby DatOneGuy » Tue Aug 03, 2010 6:55 pm

Bumbar wrote:This is just terrible. Whole system seems oriented towards spending more time doing something, than it's necessary. Want to learn a skill? Just go sit at that fire. No, don't do anything, read a book, watch a movie, but do check in every couple of minutes, so you don't get logged off. Oh, you don't find that interesting? Go make stuff you don't need and use it for no purpose whatsoever, other than increasing some progress bar that tells you how stupid your character is. Once that bar is filled, do it some more, so you actually get something from your new skill. Do come back when you want to learn something else.

OPs idea is at least a step in the right direction in that you don't go kill foxes to learn how to Sew.

You can either go try your hand at sewing, or you can optionally learn from someone who knows how.

It'd be nice if learning how required using some of the materials commonly used, for example you'd need string to learn how to sew, just a lot more materials to learn (Let's say it'd take 200 tries to learn regularly, 100 to learn with a teacher).


Then again I'd also love to see things unlocked by certain experience in a field, as an example:

Let's say the best carpenter in the server frequently makes houses and all other such things, his 'Knowledge of Carpentry' (not to be confused with the Skill Value), is 300. At this level, 300 he learns how to make a "Table", at level 350 he learns how to make "Cupboard".

Now that he knows it, he can teach it to someone with say 250 Carpentry how to make a "Table", or somoene with 300 how to make a "Cupboard".
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Re: Research, Skalds, and Learning Fires

Postby Uriel » Tue Aug 03, 2010 6:58 pm

I don't like this idea. I won't argue that obtaining skills shouldn't be based on lp, but this concept is pure grinding if You ask me.
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Re: Research, Skalds, and Learning Fires

Postby Potjeh » Tue Aug 03, 2010 7:03 pm

DatOneGuy wrote:OPs idea is at least a step in the right direction in that you don't go kill foxes to learn how to Sew.

What's right about that? The one good thing about the LP system is that you can do what you like to raise what you want. Being forced to grind specific stuff would suck, IMO.
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Re: Research, Skalds, and Learning Fires

Postby Bumbar » Tue Aug 03, 2010 7:34 pm

DatOneGuy wrote:
Bumbar wrote:This is just terrible. Whole system seems oriented towards spending more time doing something, than it's necessary. Want to learn a skill? Just go sit at that fire. No, don't do anything, read a book, watch a movie, but do check in every couple of minutes, so you don't get logged off. Oh, you don't find that interesting? Go make stuff you don't need and use it for no purpose whatsoever, other than increasing some progress bar that tells you how stupid your character is. Once that bar is filled, do it some more, so you actually get something from your new skill. Do come back when you want to learn something else.

OPs idea is at least a step in the right direction in that you don't go kill foxes to learn how to Sew.

You can either go try your hand at sewing, or you can optionally learn from someone who knows how.

It'd be nice if learning how required using some of the materials commonly used, for example you'd need string to learn how to sew, just a lot more materials to learn (Let's say it'd take 200 tries to learn regularly, 100 to learn with a teacher).


Then again I'd also love to see things unlocked by certain experience in a field, as an example:

Let's say the best carpenter in the server frequently makes houses and all other such things, his 'Knowledge of Carpentry' (not to be confused with the Skill Value), is 300. At this level, 300 he learns how to make a "Table", at level 350 he learns how to make "Cupboard".

Now that he knows it, he can teach it to someone with say 250 Carpentry how to make a "Table", or somoene with 300 how to make a "Cupboard".


This is a game, games don't become better by forcing players to repeat every action 200 times before they gain anything from it. Let's say I just learned of this game and I'm starting a new char. I want to make myself a nice pair of pants, it'll cost me 3 pieces of leather. But wait, the concept of leather seems alien to me, what is this strange substance? Maybe I should dry and cure 200 rabbit skins first, just to make sure it's safe. And once I know how to make pants, I just need to make another 100 of them, so I can grasp the concept of making a vest. It's no problem whatsoever. I definitely won't go to forums and whine about how hard it is to make a damn set of leather clothing. I'll also go and tell my friends of this amazing game, that allows me to make so many leather goods I don't really need. Maybe once I'm done with that, I'll try to learn how to make a house.
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Re: Research, Skalds, and Learning Fires

Postby DatOneGuy » Tue Aug 03, 2010 7:44 pm

Bumbar wrote:
DatOneGuy wrote:
Bumbar wrote:This is just terrible. Whole system seems oriented towards spending more time doing something, than it's necessary. Want to learn a skill? Just go sit at that fire. No, don't do anything, read a book, watch a movie, but do check in every couple of minutes, so you don't get logged off. Oh, you don't find that interesting? Go make stuff you don't need and use it for no purpose whatsoever, other than increasing some progress bar that tells you how stupid your character is. Once that bar is filled, do it some more, so you actually get something from your new skill. Do come back when you want to learn something else.

OPs idea is at least a step in the right direction in that you don't go kill foxes to learn how to Sew.

You can either go try your hand at sewing, or you can optionally learn from someone who knows how.

It'd be nice if learning how required using some of the materials commonly used, for example you'd need string to learn how to sew, just a lot more materials to learn (Let's say it'd take 200 tries to learn regularly, 100 to learn with a teacher).


Then again I'd also love to see things unlocked by certain experience in a field, as an example:

Let's say the best carpenter in the server frequently makes houses and all other such things, his 'Knowledge of Carpentry' (not to be confused with the Skill Value), is 300. At this level, 300 he learns how to make a "Table", at level 350 he learns how to make "Cupboard".

Now that he knows it, he can teach it to someone with say 250 Carpentry how to make a "Table", or somoene with 300 how to make a "Cupboard".


This is a game, games don't become better by forcing players to repeat every action 200 times before they gain anything from it. Let's say I just learned of this game and I'm starting a new char. I want to make myself a nice pair of pants, it'll cost me 3 pieces of leather. But wait, the concept of leather seems alien to me, what is this strange substance? Maybe I should dry and cure 200 rabbit skins first, just to make sure it's safe. And once I know how to make pants, I just need to make another 100 of them, so I can grasp the concept of making a vest. It's no problem whatsoever. I definitely won't go to forums and whine about how hard it is to make a damn set of leather clothing. I'll also go and tell my friends of this amazing game, that allows me to make so many leather goods I don't really need. Maybe once I'm done with that, I'll try to learn how to make a house.

I was just tossing that out as a placeholder for an actual idea, that would indeed be very lame.

I'm actually all for minigames to learn things personally, perhaps having to create some form of blueprint or the first time you make a shoe actually having a screen come up where you have to go through the motions of assembling the shoe. However, I'm sure most people would dread this, so I didn't bother saying so.

In any case, teaching should just be easier overall.

also I think you're missing the point of what I was saying for the whole gaining knowledge of, some things would be easier to learn but thiswould faciliate the idea of an actual village much more than working solo, you might be able to make crude cloth from the beginning, maybe shitty leather pants, but someone with more knowledge in the area can make better leather pants (given the way materials work) and furthermore would 'learn' how to make better leather gear like Cutthroat Cuirass, or learning how to create Hardened Leather.

In such a case, a farmer couldn't just turn around with no expertise in leather what so ever and make a seedbag, that would require a little stitching and such so it wouldn't be high maybe require 10 Leatherworking (gainable with maybe an afternoon fiddling around) and be able to make them.

So yes that farmer who wants one could turn around and learn it in an afternoon if he wants to,but it's not necessary.

In any case, such an idea may be beyond HnH, I'd like to see what loftar/Jorb have planned, I haven't not liked any big systems yet. :p
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Re: Research, Skalds, and Learning Fires

Postby Skorm » Tue Aug 03, 2010 7:49 pm

Sarge wrote:@OP: I just noticed that it was your first post too, so seriously well done man. I can't remember my first post, but I'm sure it was likely something typically noob like "OMFG! Help a boar!" or some shit. ;)


viewtopic.php?f=7&t=5469

that was my first post... and im still sad about it :( i did it again but 300kLP instead, Dam
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Re: Research, Skalds, and Learning Fires

Postby DatOneGuy » Tue Aug 03, 2010 8:00 pm

Potjeh wrote:
DatOneGuy wrote:OPs idea is at least a step in the right direction in that you don't go kill foxes to learn how to Sew.

What's right about that? The one good thing about the LP system is that you can do what you like to raise what you want. Being forced to grind specific stuff would suck, IMO.

It's unrealistic is the problem I see.

Fishing to learn how to chop wood?
Killing people to learn how to farm?

It's just plain old silly.
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Re: Research, Skalds, and Learning Fires

Postby Bumbar » Tue Aug 03, 2010 8:04 pm

DatOneGuy wrote:I was just tossing that out as a placeholder for an actual idea, that would indeed be very lame.

I'm actually all for minigames to learn things personally, perhaps having to create some form of blueprint or the first time you make a shoe actually having a screen come up where you have to go through the motions of assembling the shoe. However, I'm sure most people would dread this, so I didn't bother saying so.

Minigames sound fun, until you have to do them for one thousandth time. At that point, they just become a necessary chore, that separates you from item you need.


DatOneGuy wrote:also I think you're missing the point of what I was saying for the whole gaining knowledge of, some things would be easier to learn but thiswould faciliate the idea of an actual village much more than working solo, you might be able to make crude cloth from the beginning, maybe shitty leather pants, but someone with more knowledge in the area can make better leather pants (given the way materials work) and furthermore would 'learn' how to make better leather gear like Cutthroat Cuirass, or learning how to create Hardened Leather.

In such a case, a farmer couldn't just turn around with no expertise in leather what so ever and make a seedbag, that would require a little stitching and such so it wouldn't be high maybe require 10 Leatherworking (gainable with maybe an afternoon fiddling around) and be able to make them.

So yes that farmer who wants one could turn around and learn it in an afternoon if he wants to,but it's not necessary.

But this is already in the game. If you live in a village, you don't have to be good at everything, you specialize in one field and invest your LP into skills that support it. Other stuff you can't do well, you get from fellow villagers. I mean sure, a farmer can learn how to craft weapons quite easily, but who needs q10 swords, when guy next door can make q100 ones. Hermits on other hand have to be good at everything, so they're obviously at disadvantage, because it takes them much longer to obtain high quality goods. Current system already supports division of labor and advantages that come from it.
Last edited by Bumbar on Tue Aug 03, 2010 8:06 pm, edited 2 times in total.
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Re: Research, Skalds, and Learning Fires

Postby Potjeh » Tue Aug 03, 2010 8:04 pm

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Re: Research, Skalds, and Learning Fires

Postby Brackwell » Tue Aug 03, 2010 8:05 pm

If I wanted this type of system I would play Runescape.
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