The Curiosity System and What Went Wrong

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Re: The Curiosity System and What Went Wrong

Postby NOOBY93 » Mon Apr 21, 2014 9:12 am

Tonkyhonk wrote:there is no cure for retardation. the chain of youkai→nooby→ nummy... just incredible.

What the fuck? Myself and I think Nummy haven't contributed a single post to this thread that has to do with the silly argument between you and Youkai. Go wanna-be-black somewhere else. Even jorb who you're apparently defending agrees with what I said, lol
Go suck some other games dev's dicks pls, thanx.
Last edited by NOOBY93 on Mon Apr 21, 2014 9:15 am, edited 1 time in total.
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Re: The Curiosity System and What Went Wrong

Postby YoukaiMori » Mon Apr 21, 2014 9:13 am

Jackard wrote:
YoukaiMori wrote:You're king shitposter though it would seem.

How about you stop derailing your own thread if you want it to stay unlocked.

How did I derail it and not him? "He started it" seems pretty applicable here. Considering you're not threatening him with anything it's pretty clear he would not have been "warned" if I had ignored him, so why am I not allowed to respond to the shitposters?

What was this post, Jackard?

Jackard wrote:
YoukaiMori wrote:Looks like weeaboo chinese girl cartoon shit to me.
sabinati wrote:because he's basic



Bro.
NOOBY93 wrote:
Tonkyhonk wrote:there is no cure for retardation. the chain of youkai→nooby→ nummy... just incredible.

What the fuck? Myself and I think Nummy haven't contributed a single post to this thread that has to do with the silly argument between you and Youkai. Go wanna-be-black somewhere else. Even jorb who you're apparently defending agrees with what I said, lol
Go suck some other games dev's dicks pls, thanx.



You aren't allowed to have an opinion even close to mine without being called a LordOfWar alt.
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Re: The Curiosity System and What Went Wrong

Postby NOOBY93 » Mon Apr 21, 2014 9:22 am

To be honest, they're not calling you a LoW alt because of your opinion. It's because of shitposts. As you can see the mods aren't locking the thread, nobody hates discussions, but if you're going to shitpost in it, it makes no sense. That's what the threats are about I think.
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Re: The Curiosity System and What Went Wrong

Postby YoukaiMori » Mon Apr 21, 2014 10:12 am

NOOBY93 wrote:To be honest, they're not calling you a LoW alt because of your opinion. It's because of shitposts. As you can see the mods aren't locking the thread, nobody hates discussions, but if you're going to shitpost in it, it makes no sense. That's what the threats are about I think.

It's not my fault that some people, including the mods, feel the need to make one liner posts that are just an attempted insult and completely irrelevant to the thread. But it's okay for them to shitpost because they don't consider it a shitpost. But alas I've been over this. They'll continue to say it's okay for them to do that, but not okay for me to respond to them (As you can see, my response was the one derailing, and not the original comment. :))
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Re: The Curiosity System and What Went Wrong

Postby Tonkyhonk » Mon Apr 21, 2014 12:57 pm

YoukaiMori wrote:
Jackard wrote:
YoukaiMori wrote:You're king shitposter though it would seem.

How about you stop derailing your own thread if you want it to stay unlocked.

How did I derail it and not him? "He started it" seems pretty applicable here. Considering you're not threatening him with anything it's pretty clear he would not have been "warned" if I had ignored him, so why am I not allowed to respond to the shitposters?

read the rules. if you find a post that is derailing, you are supposed to report it without replying to it. once you replied, it is not derailing any more.
my posts here are reactions and comments to all the other existing posts, no matter how you see them, and i dont consider them derailing as long as you are replying. besides, you dont reply to my "on-topic" posts but do to others, so i took it that you wanted to continue talking about the "off-topic" ones, like who is a weeaboo and whatnot.

@nooby,
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Re: The Curiosity System and What Went Wrong

Postby Patchouli_Knowledge » Mon Apr 21, 2014 4:32 pm

Is there a reason why we are still discussing about this? Is it one of the "what-could-have-been Haven" discussion? Just curious.
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Re: The Curiosity System and What Went Wrong

Postby DrakenRahl » Mon Apr 21, 2014 10:48 pm

YoukaiMori wrote:1) The item is purely cosmetic, linen clothes, hide cape, carpets, etc, using resources to make something that does nothing for you at all makes most people avoid them entirely and forget they exist.
2) There are better alternatives accessible at the same time. Example? Birch basket compared to normal branch basket, why would you ever make a birch one, crates over baskets, why would you ever make a basket when you can make crates, etc. I think the basket to crate one is the biggest for storage examples, because there is pretty much no reason to ever make a basket, period, unless you don't know what you're doing.
3) They're harder to make than something that does the same thing, but easier. When's the last time you saw a straw bed? I've never seen one personally, in any world I've played on. You already gave the food example, some of them just take too much for too little so somebody might make them one time for the first-craft-LP, if they care about that.

So crafting OVER half of the things in the game is arbitrary. But alas, this thread is for the LP system and not the items. I was just saying if Jorb wanted to say he didn't like arbitrary actions he should really work on making everything desirable for some reason or another. Even so much as giving linen clothes +survival at Q11 or higher so people might actually craft high quality linen clothes (That's an example, not a suggestion, and even if that were the case I doubt people would use linen clothes over whatever alternative is out there.)

you arent forced to spend time gathering curiosities, just as you werent forced to dig dirt or craft dowsing rods or buckets.

But you are, if you want to get skills or increase skills or, you know, do what the largest part of the game is. That is, raise quality of goods.

LOL 1: I steal carpets ( and sometimes make them.
LOL 2: made a wicker basket yesterday while raiding. Sure i could have jump back to base and grad anyone of a dozen containers there. but why waste the wine when 10 stick off a tree work as good.(had to move scents. incase anyone is wondering)
and LOL 3: I spend less than 10% of my time on curio's. the rest on fun stuff....which coul dbe just standing around chatting.....so why do I want your system that says i need to craft anything at all just so i can keep advancing?

Seriously. Why are you in favor of forcing people to spend every second they play doing something in-game to get LP? Why is spending 10 hours making 10,000 different objects(insert any 10,000 different objects or any combo) to gain "x" LP when i can spend 30 minutes or less and get "X*2" LP from curios? Tell me now why this is better. Because I can not see it. Does any one else want to spend hours crating stuff after they already have 10 cupboards of EVERYTHING. at some point making any item, or performing any action in that system becomes "only for LP"
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Re: The Curiosity System and What Went Wrong

Postby Nummy » Tue Apr 22, 2014 6:48 am

Tonkyhonk wrote:there is no cure for retardation. the chain of youkai→nooby→ nummy... just incredible.

So you have no better argument now than insulting?
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Re: The Curiosity System and What Went Wrong

Postby AnnaC » Tue Apr 22, 2014 10:50 am

The problem with the idea of "natural" LP gain from actions themselves is the balance between the ease of an action and the LP gained. This was why there was so much trouble with the old system; actions would be performed not for their intrinsic economic function but in order to gain LP. The curio system overrides this and makes actions worthwhile for their economic value alone. The only relationship is the economic actions to produce curios, which is relatively limited compared to the economically null actions you'd do in previous worlds just to maintain a good LP growth rate (like murdering herds of aurochs and mouflon you don't want or need the products from for the good quick LP gain).

It's not the best system, sure, but it's much better than an LP-per-action system, on all accounts. The only way an action-based LP system would be viable would be if LPs were not freely spent and would only be related to the skills and proficiencies that are related to the action itself. I think ideally a system like this would be the best, but that would take a lot of new design considerations and a lot of balancing in it's own right as well (not to mention a balance between useful products and practice junk for improving such proficiencies).
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Re: The Curiosity System and What Went Wrong

Postby Xcom » Tue Apr 22, 2014 8:26 pm

AnnaC wrote:The problem with the idea of "natural" LP gain from actions themselves is the balance between the ease of an action and the LP gained. This was why there was so much trouble with the old system; actions would be performed not for their intrinsic economic function but in order to gain LP. The curio system overrides this and makes actions worthwhile for their economic value alone. The only relationship is the economic actions to produce curios, which is relatively limited compared to the economically null actions you'd do in previous worlds just to maintain a good LP growth rate (like murdering herds of aurochs and mouflon you don't want or need the products from for the good quick LP gain).

It's not the best system, sure, but it's much better than an LP-per-action system, on all accounts. The only way an action-based LP system would be viable would be if LPs were not freely spent and would only be related to the skills and proficiencies that are related to the action itself. I think ideally a system like this would be the best, but that would take a lot of new design considerations and a lot of balancing in it's own right as well (not to mention a balance between useful products and practice junk for improving such proficiencies).


I agree with this. You would need months of balancing and play testing then balancing again when the game is released. Also constantly have to deal with people complaining about this or that being op or useless. Curio system is simple easy to implement and smarter as a game design. Maybe if this was a large company with 10 devs it would be the viable option.

They don't want to balance the current easier system and you want them to go over to a much more complex LP mechanic.
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