The Curiosity System and What Went Wrong

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Re: The Curiosity System and What Went Wrong

Postby Jackard » Wed Apr 23, 2014 12:13 am

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?

If you had bothered reading the rules, you would know that you are supposed to report these posts and move on; not further the derail by making dumbass replies. This includes derails made by moderators.

Tonkyhonk wrote: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.

see, everyone else knows the score. go learn some restraint and get with the program
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Re: The Curiosity System and What Went Wrong

Postby Jackard » Wed Apr 23, 2014 12:15 am

posta who shit in he own thread, shameful posta
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Re: The Curiosity System and What Went Wrong

Postby YoukaiMori » Wed Apr 23, 2014 4:58 am

Let me get this straight, Jackard.

1) I need to report a post that you have already read and apparently don't think is derailing even though it literally was the cause of the thread going off topic. Edit: QUICK, how many people reported my post as derailing BEFORE replying to it!
2) It's not shit posting or derailing if it doesn't get reported.
3) Fault lies with the last person to reply (Which in this case ends up not being me) OR fault only lies with me, regardless of who is posting.
4) You will continue to post about it, being off topic, and then still continue to claim it's me.

I just don't get it, where in this instance can I "win"? Because it really just seems like you have a vendetta.

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'm not sure you realize this, but every problem you have with the old system in this post applies to curios. Objects that weren't worth anything before are worth even less because now they don't even give you LP, if you're saying they were only ever made for LP, they aren't somehow worth more because they don't give LP now, I'm not sure how you could even think this is the case. You would rather see animals go completely ignored because people no longer want or need anything from them at all (A content issue, not an LP system issue) than see people hunting those creatures for LP? While I've never left anything besides foxes or boars just lying around (And usually I skinned the boar) I'd rather the creatures have SOME use than none at all.

You also go on to suggest a "grind one skill to level that skill" system which is the worst possible system in any sandbox game and is most of the reason sandbox games die quick. Nobody wants to spend 50 hours smithing a sword to be able to make a slightly better sword with no other way to do it. Can you imagine leveling marksman in a system like that? How would you even raise Exploration? Etc

Quick. List every curiosity that's actually worth something in trade. From what I can see in the trading section, I can name them for you!

Pearls, bluebells. Tell me how that "economy" is better than before.
Last edited by YoukaiMori on Wed Apr 23, 2014 5:01 am, edited 1 time in total.
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Re: The Curiosity System and What Went Wrong

Postby Ninijutsu » Wed Apr 23, 2014 5:00 am

YoukaiMori wrote:I just don't get it, where in this instance can I "win"?


He said it in very simple english. I'll repeat it a few times to make sure you get the point.
If someone's post is derailing your thread, report that post and don't reply to it.
If someone's post is derailing your thread, report that post and don't reply to it.
If someone's post is derailing your thread, report that post and don't reply to it.
Of another era.
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Re: The Curiosity System and What Went Wrong

Postby dagrimreefah » Wed Apr 23, 2014 5:13 am

YoukaiMori wrote:Quick. List every curiosity that's actually worth something in trade. From what I can see in the trading section, I can name them for you!

Pearls, bluebells. Tell me how that "economy" is better than before.

Pearls, bluebells, flotsams, edels, troll skulls, developed skulls, and a myriad of crafted curios, depending on the trader. You don't know how economics work, do you? I'll explain it so even a child-minded buffoon like you will understand:
People want stuff. People REALLY want rare stuff. People REALLY REALLY want rare useful stuff.
Understand?
Bluebells and pearls are as rare and valuable as it gets, when it comes to curios (besides the skulls, which are even rarer and more valuable).
Try actually reading thru the trade threads before making yourself look so stupid again.

You sure are one of the most biased motherfuckers i've ever seen.
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Re: The Curiosity System and What Went Wrong

Postby YoukaiMori » Wed Apr 23, 2014 6:37 am

dagrimreefah wrote:
YoukaiMori wrote:Quick. List every curiosity that's actually worth something in trade. From what I can see in the trading section, I can name them for you!

Pearls, bluebells. Tell me how that "economy" is better than before.

Pearls, bluebells, flotsams, edels, troll skulls, developed skulls, and a myriad of crafted curios, depending on the trader. You don't know how economics work, do you? I'll explain it so even a child-minded buffoon like you will understand:
People want stuff. People REALLY want rare stuff. People REALLY REALLY want rare useful stuff.
Understand?
Bluebells and pearls are as rare and valuable as it gets, when it comes to curios (besides the skulls, which are even rarer and more valuable).
Try actually reading thru the trade threads before making yourself look so stupid again.

You sure are one of the most biased motherfuckers i've ever seen.

Let's pretend you're not just pulling the shit that gets traded 1% of the time out of your ass and ask what exactly you are trading LP for.

Are you trading curios for more curios? Or are you trading LP for materials, gear, food, etc? You know all that stuff you would have still been trading for in the old system.

You can not possibly say the economy is "better" now because you don't "just craft things for LP". When quite literally the only reason that curios are crafted is for LP, which is what he was saying, some things were "only crafted for LP" and had no "economic value".

Call me biased all you want, Reefah, but all you know about the old system is hearsay, you are about as biased as they come.
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Re: The Curiosity System and What Went Wrong

Postby Jackard » Wed Apr 23, 2014 6:39 am

YoukaiMori wrote:it really just seems like you have a vendetta.

laffo, look at the ego on this guy
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Re: The Curiosity System and What Went Wrong

Postby Jackard » Wed Apr 23, 2014 6:43 am

YoukaiMori wrote:2) It's not shit posting or derailing if it doesn't get reported.

nope, still is! however

1. mods dont read every thread
2. each mod interprets the rules differently
3. reporting problem posts increases the likelihood of a fair decision from being read by multiple mods

ps. you overestimate your significance
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Re: The Curiosity System and What Went Wrong

Postby DrakenRahl » Wed Apr 23, 2014 6:59 am

If we can get back on topic here...I have a few questions.
But first parameters:
1: I have a farmer character that for the past 12 month has been only raising farming as that is his job. no hunting, sewing, nothing else, as cross crafting would be to difficult in this scenario(LP by action).
2: His farming is at 500. Carrots are also at Q500.
3: I want to get my carrots to Q502 but my farming caps them at 500. So I need to buy 2 points of farming. Hhhhmmm. 100,300 LP :O Damn
4: W3 most craft action netted 50 LP base for around 180 LP at 360% LA but for this scenario lets say all Items worth crafting (Not going to argue about which items are or are not worth making.....just insert what ever you want.) are worth 100 base LP.
5: after 12 months of crafting any and all every slightly worth while items, I have 10 cupboards(640+) of every one of them cause I had to make them to get LP

SO now I'm sitting here trying to decide what to make to get the 100300 LP i need and I need to figure out how to do it without wasting any material that actually has value either to my village mates or for trade.
To get that 100300 LP at 360% and making items that give base 100 for 360LP each i need to make 279 to get that LP. sounds good you say
Now depending on efficiency of my village and depending on how many different types of items i start making. I figure at best an average of only 30 items made per hour...for.....9+ hours of gather raw materials. crafting finding storage cause heaven forbid I only make these items for there LP value and not keep them for....what ever reason......but I already have SOOOOOO much of everything sitting around.....will probably have to drop them widgets on the ground...making them only for their LP value.

So tell me is this really what you want?
And keep in mind this is ONE DAY. I'd have to repeat this the next day and then some to get carrots to Q504.

But....What if i harvested on the other crops.....to get LP. Base LP for harvesting was 50 so 180 LP per tile....HHhhhmmm That's only 560 ish tiles of crops ...That could maybe work right? My current farm this world has almost 1000 tiles of crops planted. so ya.....Only 4 problems.
1: One it takes me around 5-6 hours to harvest, sort, and process the crops that need it like grapes.
2: 12 of the 14 crops take more than 24 hours to grow
3: If I'm not saving, baking, crafting the material generated then I am still simply being forced to grind objects for their LP value and drop them on the ground.
4: Stopping at any point to chat or resolve village issues, run wall checks...anything of that nature and LP gains grind to a halt.

It is no wonder that W3 crops in the 300-400 range was high.(with a few super grinder faction exceptions)

And once again....This is so I can advance ONE DAY.

4 facts about Post W4 curios system
1: I have never I REPEAT NEVER spent 5 hours per day every day, foraging for curios or crafting them
2: I steadily gain 250,000 LP per day
3: I don't craft anything to drop on the ground....
4: Last world I was force feeding over a dozen characters in many different villages to help with AP and still found plenty of time to bash, raid, and be as big an asshat as possible.(Long live the SS and the Vault of Shadows!)

(And discovery LP. LMAO what a joke after 1 week in new world...I bet 90% of my characters have not discover dozens of things not worth my time to pick up and drop on the ground. I sure as shit don't sit around crafting crap I don't need just to get that pittance.)

Technically, once your study window has even 1 curio in it you are gaining LP for whatever you are doing.
I'd really Love to have LP pop over my head every minute as these curios I put in my Study count down...at over 20,000/hr it would be a steady stream or 300+

So Last question: What is worse crafting almost 300 items(simply because i can see it float above my head) to get the needed LP to raise my farming 2 pts, or crafting 10, and grabbing some foraged ones from 3 days ago, to fill study window ( then spending maybe 1 hours hitting up a swamp, and a mountain)?

Hell, Any Mod's want to make this last question a Poll?
I invite everyone to answer this.
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Re: The Curiosity System and What Went Wrong

Postby GrapefruitV » Wed Apr 23, 2014 8:55 am

YoukaiMori wrote:Let's pretend you're not just pulling the shit that gets traded 1% of the time out of your ass and ask what exactly you are trading LP for.

Are you trading curios for more curios? Or are you trading LP for materials, gear, food, etc? You know all that stuff you would have still been trading for in the old system.

You can not possibly say the economy is "better" now because you don't "just craft things for LP". When quite literally the only reason that curios are crafted is for LP, which is what he was saying, some things were "only crafted for LP" and had no "economic value".

If person #1 trading curios for materials, then obviously person #2 trading materials for curios. Did that cross your mind? You also can trade curios for different curios and people often do.
How many buckets, low q straw hats and fox hides did you sell?
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