Apply the cast iron % change to other crafted items

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

Re: Apply the cast iron % change to other crafted items

Postby DeBosh » Sat Oct 16, 2010 8:01 pm

sabinati wrote:i meant that your numbers were wrong... as this is a statistical example, there is 10% chance of gaining 20% q, and 40% chance of losing 20%, with the remaining 60% being normal q.

and your example is kind of silly. pit village just needs bigger wheat fields, obviously. ;)

and try to keep it civil, idiots ;)

But it will take from em much more time. Remeber, they have only wooden plows ;P And as for statistic, thats an example of unlucky villagers
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Re: Apply the cast iron % change to other crafted items

Postby DeadlyPencil » Sat Oct 16, 2010 8:07 pm

sabinati wrote:i meant that your numbers were wrong... as this is a statistical example, there is 10% chance of gaining 20% q, and 40% chance of losing 20%, with the remaining 60% being normal q.

and your example is kind of silly. pit village just needs bigger wheat fields, obviously. ;)

and try to keep it civil, idiots ;)


10 + 40 + 60 = 100?
fail
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Re: Apply the cast iron % change to other crafted items

Postby DatOneGuy » Sat Oct 16, 2010 8:26 pm

sabinati wrote:
DatOneGuy wrote:They're newbs, they aren't as efficient, they don't have as much materials, others know what it takes to make more and can do it, easily.


as a noob, which would you rather have, 10 q40 straw hats, or 1 q48, 6 q40, and 4 q32 straw hats? maybe not the best example but hopefully you get what i'm saying.

Yes I get what you are saying but it will always be the case that while veterans will be at q200, regular people will be at q100.

sabinati wrote:it will be far more interesting when there are regional resources, i.e. next map

Yes, especially if the region determines part of this.
DeadlyPencil wrote:
As OP stated, he is not even using ql 143 anvil and hammer. So you think that after this said update , after he will make ql 150 smitty toolset, he will sell it? I doubt that.


This update is already in the game.... iam talking about applying it to other crafting materials other than bloom.... serisouly, from that post, i dont think you even knew that. that is how we made that hammer and anvil.

If you were to make a trading topic, and i was to make a trading topic. there is absolutly nothing you could make that would be better than what i can produce. so guess what? i get all the trades. a good example is my brothers trading topic. stickman when he was trading frequently, was getting a CRAP TON of bulbs from trades, so much so, that we had to start asking other people for milk because we couldn't make enough. if you tried to compete against him would you be able to sell anything? nope, because your quality would be inferior to his, so no one would touch your topic.

however if they implemented this suggestion he could not possibly sell the best quality of everything. he would be having to produce a shit ton of silk, linen, straw, leather, metal ..... everything. he couldn't possibly produce enough of each to get the 10% chance of increasing it and still having enough to sell to other people. so this opens the door for someone to specialize in that specific good. and thus you will probably get more villages trading HQ stuff to each other.

Yes, but quantity should not equal quality.
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Re: Apply the cast iron % change to other crafted items

Postby Avu » Sat Oct 16, 2010 9:37 pm

Hmm what if you get an option to strive for perfection with each craft where you get a small chance of great item some chance of getting crappier item and some chance of getting a normal item. It's what you want but you get to keep the standard way of making items as well sometimes you're fine with constant mediocrity for say food than a tiny chance of getting the epic cake but it should be your choice anyway. Maybe smoking hemp should be converted to giving a slight boost to the chance of getting a great item. Then you can implement strange moods :D
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Re: Apply the cast iron % change to other crafted items

Postby DeadlyPencil » Sat Oct 16, 2010 9:42 pm

do you dislike farming and tree planting dateoneguy? because farming and treeplatning is exactly what this suggestion is like.

you plant seeds, and you get random seeds back, the more seeds you plant the greater probibilty that you will get the best seed possible.

in real life, intel for example mass produces CPU's. do you think they all turn out the same? they are made by robots, so you think they would. But they dont. some turn out shitty, and they sell them anyways, under a different clock speed. the ones that test better, get sold at the higher clock speed. they cant make them all the same, there are always defects. thats why you have a "range" in clock speeds in CPU's.

so back to haven. why should all those straw hats you produce be the same exact same quality?
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Re: Apply the cast iron % change to other crafted items

Postby DatOneGuy » Sat Oct 16, 2010 11:38 pm

DeadlyPencil wrote:do you dislike farming and tree planting dateoneguy? because farming and treeplatning is exactly what this suggestion is like.

you plant seeds, and you get random seeds back, the more seeds you plant the greater probibilty that you will get the best seed possible.

in real life, intel for example mass produces CPU's. do you think they all turn out the same? they are made by robots, so you think they would. But they dont. some turn out shitty, and they sell them anyways, under a different clock speed. the ones that test better, get sold at the higher clock speed. they cant make them all the same, there are always defects. thats why you have a "range" in clock speeds in CPU's.

so back to haven. why should all those straw hats you produce be the same exact same quality?

We're not making CPUs, we're playing a game.

I don't hate farming or treeplanting, and no this isn't exactly how they work, farming, every seed ahs a chance to be anywhere from -5/+5 it's true random chance yes but you don't gain too much faster by planting a LOT, you get somewhere by planting a decent amount, but going overboard won't get you much farther, with this suggestion (and steel) however it's all just about quantity, the rest barely matters, also you're working at chances to continually spiral which is what makes it great, everything else already spirals so not as much changes.

Either way like I said, I'm fairly neutral, I don't care for it but it won't make life much harder for me.
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Re: Apply the cast iron % change to other crafted items

Postby sabinati » Sat Oct 16, 2010 11:42 pm

DeadlyPencil wrote:
sabinati wrote:i meant that your numbers were wrong... as this is a statistical example, there is 10% chance of gaining 20% q, and 40% chance of losing 20%, with the remaining 60% being normal q.

and your example is kind of silly. pit village just needs bigger wheat fields, obviously. ;)

and try to keep it civil, idiots ;)


10 + 40 + 60 = 100?
fail


haha, indeed
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Re: Apply the cast iron % change to other crafted items

Postby Gauteamus » Tue Oct 26, 2010 11:19 pm

I have not read the whole thread yet, as I should before posting, as there were some name calling and general ignorance that distracted me.

There were however some points about the influence of this system on noobs vs on veterans.

How would it be to have the quality distribution following a gauss-curve, with the mean value being the formula result as it is today, but with variance decreasing with increasing quality? The higher you raise your quality, the less likely you are to get a large deviation from the normal.

I think I like the OP's idea
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Re: Apply the cast iron % change to other crafted items

Postby ewlol » Wed Oct 27, 2010 2:31 am

This idea fails because iron goes through many fail percentages through the ores lifetime, that it ends up far less that 10% of a chance to quality up. If you look at it from the perspective of one ore. Will that ore be a bar that was quality upped? You have to calculate in whether that ore will turn into a bar in the first place, then if that bar will turn into a bloom, and THEN the 10% chance of that bloom going up in quality. Through my experiences, which are very extensive, I usually get 1/125 quality ups, from the ore perspective, meaning, 1 ore of 125 turns out to be an upped bar. I'm just gonna guess that 1/750 of my ores have been second spiraled. (meaning it turned into a quality upped bar, then re-bloomed, then upped again).

That being said, I think the chance of getting a quality up with crafting should be around 1% or less.
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Re: Apply the cast iron % change to other crafted items

Postby rye130 » Wed Oct 27, 2010 3:03 am

I don't see what this would add to the game...

The reason the metal working update was such a huge change was because of the ability to spiral metal quality to theoretically infinite heights. What would a small chance to increase the quality of your farmers hat do? You can already get infinitely high farmers hat qualities because farming has no natural resource cap like mining does.

The only reason the mining update was such a great on was cause it's a big project that can be continued endlessly. There's no other production system that could benefit from this.
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