Two critiques.

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

Re: Two critiques.

Postby Vigilance » Mon Jun 20, 2011 9:01 am

I liked the old system, even though it was like being bombarded by craft options, they all gave me something to look forward to or plan ahead to make.

But this system doesn't affect me much, as I am a discovery whore and already have everything (EXCLUDING PARTY HATS, WHICH I HAVE TO MAKE A NEW CHARACTER FOR APPARENTLY :( )

:|
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Re: Two critiques.

Postby Kaios » Mon Jun 20, 2011 9:32 am

HarryDresden wrote:Hi, you must be new here.
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Re: Two critiques.

Postby brohammed » Mon Jun 20, 2011 9:37 am

"Critiques", such a big word to use for whining.

Although clearly we should be able to teach recipes via scrolls.

(metal discoveries; if you've mined and smelted any metal, you've got bars+nuggets in your crafting menu, just do that to any new types of metals you trade for or steal to discover that type)
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Re: Two critiques.

Postby ninja_yodeler » Mon Jun 20, 2011 9:47 am

jorb wrote:It would just be an arbitrary element of "have to craft everything I discover to get LP". That would be ten times more annoying.



i suppose that depends on opinions which of course you win coz hurr-your the dev :mrgreen:

but the lp isnt big, so you dont HAVE to. and of course this is intended to coexist alongside curio's
incase it didnt come off that way.

Vigilance wrote:I liked the old system, even though it was like being bombarded by craft options, they all gave me something to look forward to or plan ahead to make.


it could also help this.

also vigil, dont you already have a party hat. i seen one in your cupboards
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Re: Two critiques.

Postby Vigilance » Mon Jun 20, 2011 10:04 am

ninja_yodeler wrote:also vigil, dont you already have a party hat. i seen one in your cupboards


I had the blacksmith make it for me. :D
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Re: Two critiques.

Postby Cingal » Mon Jun 20, 2011 1:05 pm

To expand on Point 1.

I think all items should have the ability to be studied, and items which are studied are researched as if they were discovered.

Not sure if this should destroy the item however.

I think destroying the item would just be an annoying bother, especially for the more valuable things.
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Re: Two critiques.

Postby cloakblade » Tue Jun 21, 2011 4:41 pm

The april fools joke was posted by one of the mods.

And for the discovery system I've always like the idea of being able to study something (1 hour or something) to discover it. This allows you to give an extra item to a noob and have them learn how to use it. Like straw for chicken coops.

Edit: Oh damnet the one one time I don't read all the post in the thread.
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Re: Two critiques.

Postby Jackard » Tue Jun 21, 2011 4:54 pm

HELLO SIR OR MADAM

REMOVE THIS "PROBLEM" TIA

NO SUGGESTED SOLUTION
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Re: Two critiques.

Postby izodex » Tue Jun 21, 2011 5:36 pm

I am kind of new here. I kind of like the discovery system, when I get a new item or make a new material I get to go hunting through all my crafting/building menus to find the new things I am able to make.

HOWEVER, I once found a fox carcass (well before I could kill one) and got all the materials off it, I then took it back to base and after drying the fur on my drying rack I had a friend take it off the rack so people wouldn't steal it. He LPed the fur and I was unable to make my desired fox hat :( /anecdote

Also trading items or getting items halfway through their process there should still be a way to 'discover,' as we are calling it, the items. I like the idea of studying the item that you haven't discovered yet in order to unlock the craftables/buildables from it.

For example: Should the royal blacksmith have to trek to the mines and chunk rocks alongside slaves in order to know how to make a horseshoe? (Hint: NO, the metal comes to him in massive carts and he knows what to do with it from a long process of apprenticeship)

Which brings my to my conclusion/suggestion to fix the 'I didn't discover it, so I can't do anything with this blueberry' problem. What about some sort of apprenticeship thing? I figure that would be hard to code, but if the person giving you the item has discovered it, there should be a way for that character to be like 'hey, by the way, this is how you use this..'
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Re: Two critiques.

Postby sprayerone » Tue Jun 21, 2011 5:42 pm

>What do you suggest replacing the system with?

Well, it'd be nice if discoveries could be made by simply holding an object. The only reason why this system is so annoying is because the player must harvest the item from it's source to discover it. Often times this is not easy, or possible because of the player's level of expertise, or build.

And as for having a meat grinder: I stole it. IIRC, this game supports thievery, murder, and all other acts-of-ill-repute as fair features. Discoveries make the life of a career criminal difficult in a very silly way.
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