Silkworms on Trees

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

Re: Silkworms on Trees

Postby Granger » Tue Oct 19, 2010 1:01 am

Tacheron wrote:As to the whole tree idea...I think it might work best if they could just replace herbalist tables and the feeding phase. So - you put the moth eggs on the tree (16 pieces, like the table) and they hatch into worms on the tree, feed there for the same time as now and cocoon up there as well. You still have the same timespan, only now you only have to come to pick up the cocoons because if you don't, they hatch into adult moths and fly away.
I personally could live with that.

I'm not sure about the lowering of the tree q because that would mean that with each cycle you'd actually end up with a worse tree, meaning you'll be actively lowering your silk q unless you plant really big amounts of mulb trees, which would take a long time to grow. Unless we could have them recover their q after not being used for some time, like resource spots do.
Some people here demanded that silk shouldn't be to easy.

Should the tree recover like resource spots it would be imho to easy to create silk in a mass-production way, so permanent damage to the tree could maybe do the trick to keep the player busy a bit - but in a less boring way than current picking of leafs is.
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Re: Silkworms on Trees

Postby Tacheron » Tue Oct 19, 2010 2:16 am

Granger wrote:Some people here demanded that silk shouldn't be to easy.

Should the tree recover like resource spots it would be imho to easy to create silk in a mass-production way, so permanent damage to the tree could maybe do the trick to keep the player busy a bit - but in a less boring way than current picking of leafs is.


I'm aware of that, but how would you keep raising the q of your silk if your trees got damaged? Not to mention the newly planted trees don't always turn out to be better than the seed used (at least I think so...I just plant them, got others to do the rest of the process :P). In any case, if you put a non permanent hindrance to the silk production, but make it severe enough (I.e. make the tree lose more than 1 point of q per cycle...say 10-20% of the q, but let it regain it the q like resource spots), I think it wouldn't upset the market value of silk much. And besides - if it makes sense "naturally (IRL)" to let the tree lower in q when they're nibbling it off, it makes sense for it to regenerate when they're not :)
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Re: Silkworms on Trees

Postby Granger » Wed Oct 20, 2010 2:19 pm

Tacheron wrote:I'm aware of that, but how would you keep raising the q of your silk if your trees got damaged?
Plant new trees?
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Re: Silkworms on Trees

Postby Tacheron » Wed Oct 20, 2010 7:22 pm

Yes, but do you really feel a new tree for each cycle would be a good improvement to the gameplay? :)
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Re: Silkworms on Trees

Postby Thijssnl » Wed Oct 20, 2010 10:11 pm

Tacheron wrote:Yes, but do you really feel a new tree for each cycle would be a good improvement to the gameplay? :)

Wasnt directed at me, but no, I dont.
Also, how could the tree lose q over a cycle? How big a cycle is differs for everyone, and people dont always do silk within the minimum time limit as well.-
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Re: Silkworms on Trees

Postby Tacheron » Thu Oct 21, 2010 12:46 am

Hey, it was directed at everyone, it's an open discussion :)

By "cycle" I meant one span from eggs to cocoons, so as soon as the worms ate up enough to turn to cocoons, the tree would lose q (at least that's what I had in mind). I didn't go into the mechanics since the devs will do their own thing if they decide to implement something like this :P
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Re: Silkworms on Trees

Postby ShadowSeaWolf » Thu Oct 21, 2010 3:38 am

Tacheron wrote:Yes, but do you really feel a new tree for each cycle would be a good improvement to the gameplay? :)

You wouldn't have to have a new tree, but you might want one if you wanted higher quality silk. Kind of depends on how the quality system would work, how far the trees quality effects the silk, and how high you want it. It all sort of depends. Plus this would make it more difficult, cause isn't that the main problem everyones been complaining about? You guys need to make up your mind is it too hard or too easy? :o
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Re: Silkworms on Trees

Postby Granger » Thu Oct 21, 2010 10:30 am

As of now i have to replant tree on regular basis to raise q (since leafs cap the worms).

Difference to now is that i wouldn't be able to feed 500 worms per day with a single tree anymore, i would need >50 trees (instead of 5 - one to feed, the other 4 growing).

Maybe we could agree on trying to get loftar and jorb implementing the basic change (what we seem to be able to agree on: being able to put a certain amount of eggs onto a mulberry tree, then being able to pluck them as cocoons 24h later), then see how it plays out and in case we then see that silk floods the market loftar will surely be able to whip up a quick nerf of some kind ?
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Re: Silkworms on Trees

Postby Tacheron » Thu Oct 21, 2010 3:01 pm

Yeah, I agree with that, hopefully this gets noticed and implemented :)
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Re: Silkworms on Trees

Postby ShadowSeaWolf » Thu Oct 21, 2010 9:36 pm

I would literally die of happiness if this got implemented, however I'm not getting my hopes up. We don't know how difficult this would be for them to design and put in or if they would even take the time to do it. I would love to see it happen though. :mrgreen:
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