Apply the cast iron % change to other crafted items

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

Re: Apply the cast iron % change to other crafted items

Postby DeBosh » Sat Oct 16, 2010 7:07 pm

DeadlyPencil wrote:debosh do you even know what village iam from idiot? dont even talk to me about hq stuff, you probably have 1/10th my exp, and dream of making my goods. and the unused hammer and anvil is 143q

so far i got no idea what village are you from. that just don't gives you right to call anybody idiot, comprene?
i'm talking about your idea in general and you're just getting butthurt on pretty simple comments.
DatOneGuy wrote:They're newbs, they aren't as efficient, they don't have as much materials, others know what it takes to make more and can do it, easily.

^this
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Re: Apply the cast iron % change to other crafted items

Postby rye130 » Sat Oct 16, 2010 7:09 pm

The reason he called you an idiot is cause you basically did the same to him by telling him to look in the apple and oranges subsection to see what the real veteran villages can make when the truth is, he is part of a good village.
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Re: Apply the cast iron % change to other crafted items

Postby sabinati » Sat Oct 16, 2010 7:16 pm

DatOneGuy wrote:They're newbs, they aren't as efficient, they don't have as much materials, others know what it takes to make more and can do it, easily.


as a noob, which would you rather have, 10 q40 straw hats, or 1 q48, 6 q40, and 4 q32 straw hats? maybe not the best example but hopefully you get what i'm saying.
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Re: Apply the cast iron % change to other crafted items

Postby DeBosh » Sat Oct 16, 2010 7:18 pm

rye130 wrote:The reason he called you an idiot is cause you basically did the same to him by telling him to look in the apple and oranges subsection to see what the real veteran villages can make when the truth is, he is part of a good village.

apples and oranges section represents that even a newb can buy some really good ql stuff for some foragebles/bricks/linen.
And if his idea will be implemented that just means that 'daddys' of this game just have to spend some more (if nothing at all, cause every good village has it's storage) time to make real good stuff, and newbs would need more time to catch up with the best, or more time grinding ,cause prices will go up. Thats just simple. But not every _village_ has time to achieve such goals, and what takes for a developed village just 1 hour more can take from a newbie village 1 week more. SO , yeah, this game is 'grind to grind' mostly, but we should not try to think about ideas that forces community to macro more. I am all positive for new recipes, new stuff like sheep cheese, poo as a fertiliser, et cetera et cetera. But adding even more grind into all the process... Thats just stupid.
sabinati wrote:
DatOneGuy wrote:They're newbs, they aren't as efficient, they don't have as much materials, others know what it takes to make more and can do it, easily.


as a noob, which would you rather have, 10 q40 straw hats, or 1 q48, 6 q40, and 4 q32 straw hats? maybe not the best example but hopefully you get what i'm saying.

judjing by his words it's not about that. rather it's about 9 ql 32 hats and one ql 38.
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Re: Apply the cast iron % change to other crafted items

Postby sabinati » Sat Oct 16, 2010 7:20 pm

it will be far more interesting when there are regional resources, i.e. next map
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Re: Apply the cast iron % change to other crafted items

Postby sabinati » Sat Oct 16, 2010 7:21 pm

DeBosh wrote:
sabinati wrote:
DatOneGuy wrote:They're newbs, they aren't as efficient, they don't have as much materials, others know what it takes to make more and can do it, easily.


as a noob, which would you rather have, 10 q40 straw hats, or 1 q48, 6 q40, and 4 q32 straw hats? maybe not the best example but hopefully you get what i'm saying.

judjing by his words it's not about that. rather it's about 9 ql 32 hats and one ql 38.


you have failed, thanks for trying though
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Re: Apply the cast iron % change to other crafted items

Postby DeBosh » Sat Oct 16, 2010 7:38 pm

sabinati wrote:you have failed, thanks for trying though

can't argue with one of the mentioned 'daddys' yeah.
But, let's look on example.
Pat village- developed one.
Pit village- newbie one.
They both reached ql 100 wheat. But there are 10 farmers in Pat village, and good tools, like scythe etc, and in Pit village there are 3 farmers and no metal tools at all (you can say that this is their own problem, they can just trade, but we're looking on fictional example). So for a 2-day cycle Pat village produces 100 wheat, and Pit village 32 wheat. They both craft hats. Pat village - 25 hats Pit village -8 hats. W/o update like this. Pat village uses 10 hats to equip their own farmers and continue developing, and sells other hats on market to other villages. Pit village -equips their farmers as well with hats, sells other hats on market, gets some coins, buys tools from Pat village.
With update like this.
Pat village equips 3 out of 10 farmers with decent ql hats, others are equipped with low ql hats, eventually in next cycle all farmers will get their hats, village prospers.
Pit village, bein unlucky (who calls one lucky if he can't even establish trade routes with neighbour?), makes one hat of low ql, others are shitty. In next cycle, they won't have tools , thus they will require more time to get em from trade, make new hats, etc.
....2 years passed. Pat village -generally prospers. Pit village -start sulking on forum that 'this is unfair, we can't reach the ql' etc.
So with this update quantity will start to mean quality. And not only quanitity will mater, but the amount villagers spend on game. So players who got a grip, have no real life (lol, thats a dickjoke), know how to macro etc will dominate even more. And thus it will make the gap between villages more big.
I can't say that this is too bad. After all if you're ready to sacrifice part of your life for an MMO, you should get results better than your neighbour, for sure. But what about higher ql? Will you sell the highest ql? No you won't. As OP stated, he is not even using ql 143 anvil and hammer. So you think that after this said update , after he will make ql 150 smitty toolset, he will sell it? I doubt that.
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Re: Apply the cast iron % change to other crafted items

Postby DeadlyPencil » Sat Oct 16, 2010 7:54 pm

As OP stated, he is not even using ql 143 anvil and hammer. So you think that after this said update , after he will make ql 150 smitty toolset, he will sell it? I doubt that.


This update is already in the game.... iam talking about applying it to other crafting materials other than bloom.... serisouly, from that post, i dont think you even knew that. that is how we made that hammer and anvil.

If you were to make a trading topic, and i was to make a trading topic. there is absolutly nothing you could make that would be better than what i can produce. so guess what? i get all the trades. a good example is my brothers trading topic. stickman when he was trading frequently, was getting a CRAP TON of bulbs from trades, so much so, that we had to start asking other people for milk because we couldn't make enough. if you tried to compete against him would you be able to sell anything? nope, because your quality would be inferior to his, so no one would touch your topic.

however if they implemented this suggestion he could not possibly sell the best quality of everything. he would be having to produce a shit ton of silk, linen, straw, leather, metal ..... everything. he couldn't possibly produce enough of each to get the 10% chance of increasing it and still having enough to sell to other people. so this opens the door for someone to specialize in that specific good. and thus you will probably get more villages trading HQ stuff to each other.
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Re: Apply the cast iron % change to other crafted items

Postby DeBosh » Sat Oct 16, 2010 7:58 pm

DeadlyPencil wrote:
As OP stated, he is not even using ql 143 anvil and hammer. So you think that after this said update , after he will make ql 150 smitty toolset, he will sell it? I doubt that.


This update is already in the game.... iam talking about applying it to other crafting materials other than bloom.... serisouly, from that post, i dont think you even knew that. that is how i made that hammer and anvil.

If you were to make a trading topic, and i was to make a trading topic. there is absolutly nothing you could make that would be better than what i can produce. so guess what? i get all the trades. a good example is my brothers trading topic. stickman when he was trading frequently, was getting a CRAP TON of bulbs from trades, so much so, that we had to start asking other people for milk because we couldn't make enough. if you tried to compete against him would you be able to sell anything? nope, because your quality would be inferior to his, so no one would touch your topic.

however if they implemented this suggestion he could not possibly sell the best quality of everything. he would be having to produce a shit ton of silk, linen, straw, leather, metal ..... everything. he couldn't possibly produce enough of each to get the 10% chance of increasing it and still having enough to sell to other people. so this opens the door for someone to specialize in that specific good. and thus you will probably get more villages trading HQ stuff to each other.

Well, as Sab stated- it will be good if this system will be imlemented ony from a clear start. Otherwise... it was all described.
oh, almost forgot. you're an idiot
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Re: Apply the cast iron % change to other crafted items

Postby sabinati » Sat Oct 16, 2010 7:59 pm

i meant that your numbers were wrong... as this is a statistical example, there is 10% chance of gaining 20% q, and 40% chance of losing 20%, with the remaining 60% being normal q.

and your example is kind of silly. pit village just needs bigger wheat fields, obviously. ;)

and try to keep it civil, idiots ;)
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