Make skill values like FEPs

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

Re: Make skill values like FEPs

Postby Phizuol » Mon Nov 15, 2010 6:19 pm

Jackard wrote:are you an advocate of human-animal relations


As long as the relations involve a stone axe and tasty wursts. That's what I'm into.
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Re: An idea for a better Haven

Postby overtyped » Mon Nov 15, 2010 7:14 pm

Lahrmid wrote:I don't think this would make people "WANT" to be part of a village, I think this would FORCE people to become part of a village.

Respect for the hermits, 'Nuff said.


to clear up what i said basically hermits can still live on their own but their goods wont be as good and shouldnt be as good as that of a village where everyone has specific skills they are working at. My idea is basically to fix the whole "everyone has everything so why trade problem". Animals or crops not being able to thrive well in a certain area would add the NEED for trading and the need to really plan out where to settle instead of settling any random place and having every single thing in the game available to you. This is what people are complaining about and this would be the solution to those problems.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Make skill values like FEPs

Postby overtyped » Mon Nov 15, 2010 7:29 pm

Jackard wrote:lol animal decay


The whole point is to make trade happen by making it needed to leave your village and seek out new produce which doesnt ``thrive`well in your lands.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Make skill values like FEPs

Postby Jackard » Mon Nov 15, 2010 8:13 pm

overtyped wrote:I spent alot of time and thought to these ideas please give me the same to yours.

but not enough to follow the forum stickies, apparently
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Make skill values like FEPs

Postby Repercussionist » Mon Nov 15, 2010 8:19 pm

Jackard wrote:
overtyped wrote:I spent alot of time and thought to these ideas please give me the same to yours.

but not enough to follow the forum stickies, apparently


Or in the Apples and Oranges forum. Everything you say NEEDS to happen, already DOES happen. Often. Any intelligent player is going to settle at a place offering the most, or the highest preferred conveniences, and they are going to be constantly trading for higher ql stuff. It's impossible to deny, someone's going to have something of benefit to you. Even the cities that "have everything" have trading threads, implying that they are, well, trading.
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Re: Make skill values like FEPs

Postby overtyped » Tue Nov 16, 2010 1:13 am

Repercussionist wrote:
Jackard wrote:
overtyped wrote:I spent alot of time and thought to these ideas please give me the same to yours.

but not enough to follow the forum stickies, apparently


Or in the Apples and Oranges forum. Everything you say NEEDS to happen, already DOES happen. Often. Any intelligent player is going to settle at a place offering the most, or the highest preferred conveniences, and they are going to be constantly trading for higher ql stuff. It's impossible to deny, someone's going to have something of benefit to you. Even the cities that "have everything" have trading threads, implying that they are, well, trading.


How about constantinple closing due to them having everything theyll ever need? if you dislike my idea thats fine but someone has to admit that something similar needs to be done in order for trade not to become stale
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Make skill values like FEPs

Postby Danno » Tue Nov 16, 2010 2:00 am

overtyped wrote:How about constantinple closing due to them having everything theyll ever need? if you dislike my idea thats fine but someone has to admit that something similar needs to be done in order for trade not to become stale

I'm just sort of assuming here since I haven't at all been active for a while, but... Isn't that due to how they were a huge trade city? As a highly recognized power throughout the lands, what more could they need after taking in food from trades and boosting each of their stats to insane highs? If you have high stats and have already built whatever you want with metals, what more could you want?
For people without access to a mine, there are three options.
1. Live without metal.
2. Find someone to trade with and try to be extra nice around them so they don't cut you off and/or kill you.
3. Be ambitious enough to go find your own mine and continue your isolated lifestyle.

Months ago, my associate wanted me to murder our neighbours after he witnessed how much I grew over his laziness. He offered to give me whatever I wanted, but he was simply an inferior character. Any harvest, cooking, materials... Anything he could offer me would be of low quality. What would I do with that junk? You could argue that it's not right that I was a farmer, chef, hunter, builder, and more all at the same time, but what's wrong with it if I put the time and effort into learning how to do all those things? Is it unusual for people with jobs to keep a garden at home? Or for them to know how to cook?
My farming stat is at 90 and my marksmanship is at 65, most of my other skill attributes are at least 40. My farming stat could easily be over 200, but it's not because I spread my stats out. That is the price I paid for isolation.


Besides, people can always make alternate characters.
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Re: Make skill values like FEPs

Postby Repercussionist » Tue Nov 16, 2010 3:50 am

overtyped wrote:How about constantinple closing due to them having everything theyll ever need? if you dislike my idea thats fine but someone has to admit that something similar needs to be done in order for trade not to become stale

No, they don't, because trading will not become stale. Just because one city is happy with what they have and does not want to trade with anyone doesn't mean the rest of the game community is. Everyone will not have everything, even if it is accessible to them (in theory). I don't know what's got you so scared that trade is just going to halt (or maybe you have a lack of power in the trading world, and you think infertile animals will help give you an advantage), but you have not provided any evidence that would even hint at that possibility, and until you can do so, I'm not wasting my time falsifying your petty fears.
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Re: Make skill values like FEPs

Postby overtyped » Fri Nov 19, 2010 9:13 am

Repercussionist wrote:No, they don't, because trading will not become stale. Just because one city is happy with what they have and does not want to trade with anyone doesn't mean the rest of the game community is. Everyone will not have everything, even if it is accessible to them (in theory). I don't know what's got you so scared that trade is just going to halt (or maybe you have a lack of power in the trading world, and you think infertile animals will help give you an advantage), but you have not provided any evidence that would even hint at that possibility, and until you can do so, I'm not wasting my time falsifying your petty fears.


The post isnt about fear its thoughts on how to make the game better. *petty fears huh"? you make it sounds like im the only person in the game even when theres hundreds. Why did you take the time to make a reply to a post that griefs my post. Theres no such thing as a lack of power in the trading world either its called cant find a mine. If you yourself were any good you wouldnt be making posts to boost your ego either.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Make skill values like FEPs

Postby Repercussionist » Fri Nov 19, 2010 5:59 pm

overtyped wrote:The post isnt about fear its thoughts on how to make the game better. *petty fears huh"? you make it sounds like im the only person in the game even when theres hundreds. Why did you take the time to make a reply to a post that griefs my post. Theres no such thing as a lack of power in the trading world either its called cant find a mine. If you yourself were any good you wouldnt be making posts to boost your ego either.


I have much better ways of boosting my ego than correcting some person on the internet, thanks, that's not what this is about. This is about trade NOT going stale. I don't put you as the only person in the game because, if you *read* my posts, I'm arguing that trade is alive and well which would *require* other players. Even as you said "can't find a mine", is plenty of reason to trade. There are many, many, many villages who are willing to trade metal for things such as bricks or linen cloths, even if they are low quality (for walls, banners, etc.). Just ditch the apathy, stop contradicting yourself, and get out there and find someone to trade with. That's all it takes is effort, whether things are based on climates, animal quality diminishes, or any other addition to "force" trade.
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