Make skill values like FEPs

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

Re: Make skill values like FEPs

Postby bitza » Fri Nov 19, 2010 8:17 pm

first, constantinople didn't close. they are still active and sodom is trading metal and many other things, so are other people.

as far as diminishing returns on varying skills, the truth is that all successful villages already have specialists. a player with 200 survival, a player with 200 carpentry, a couple folks with 200 farming, and a player with 200 smithy (quick example) are much better off than 5 players with 40 in each skill. progress and quality are made by people collaborating like this.

jack of all trades, hermit types are already handicapped enough as it is however. they lack the protection of friends, and because of the example listed above, their products will suffer greatly in quality already. however, hermit should be a viable game choice because some people don't play for the social aspect or the quality race and there's no need to make it worse for them.

as far as mine ownership and crop scarcity/animal decay:

remove crops/livestock from mine areas, and people will either just do without, or just make satellite villages over their mines and live in farmland, and collaborate among themselves. creating an artificial scarcity of food won't encourage trade, it will just be an annoying mechanic that people will find their way around.

having said all that, there is no "everyone has everything so why trade problem". some products like linen or cavebulbs will always be in demand. or if you can make decent quality pastry, sausages, or cheese you should have no trouble trading them for metal and other things you want. remember there is an opportunity cost with producing metal, mining and smelting are time consuming, as well as use up a lot of food. and what this means is less time for those players to farm and thus a demand is created.

to sum up:

get to constantinople, i'll trade metal for cheese or linen or other farm products and so will many other people. if you are far from nople or can't find it, explore your area and find a mining village to trade with. hell, you might even find some forgotten old mine that someone's left behind, and do a takeover if you are motivated enough.

most mine owners understand they have an unsaid responsibility to trade metal for those without, and should be able to work out a deal with you. what that means though is that you'll have to not be lazy, and produce goods, the same as they are.

if you are able to impress someone with your production as a farmer, hunter or resource gatherer, you might find your way into joining a successful mine village if that's your goal.

finding a mine and using it to produce metal requires effort. so should making the goods that you would trade for such metal.
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Re: Make skill values like FEPs

Postby BWithey » Sat Nov 20, 2010 3:24 am

overtyped wrote:My idea is that you make skills the same as feps in a similar way if you spend say 200 to up one, to up any of the others its 260 say making it 30% more lp to up another skill but different from feps you will be unable to level up all of the skills together- easily this will make village roles much more necessary for making better quality goods but still making it possible for loners to be a "jack of all trades" but this would make people actually WANT to be apart of a village. People will only effectively be able to level up a couple skills before "diminishing skills" come into play, making village roles more prominent. Like in a real community you have doctors and farmers, a doctor shouldnt be able to do their role as well as a farmer and vice versa.


I like this idea, it makes the jack of all trades possible, and eliminates the 'uber character'. The idea may need work, but I have nothing but love for it.


Another idea is add an age to animals in captivity that after a period of time they will not be breedable but will not die unless slaughtered so people that are not online for a long time wont find all their livestock dead and that certain animals thrive better in the type of area they are found in. To make trade happen, different animals should not gain quality out of their natural type of "element" they are found in and their born are 5% degraded from what the mother and father were, so after 20 born they will be weaker and with a low quality and eventually unbreedable making Bringing sheep far from where they are found to an area where they dont normally belong would indeed give worthwhile feps making people want them but also not being able to upkeep them forever makes trade happen! perhaps a icon by the minimap showing the type of condition you are in *be it hot or cold dry or humid" will be the factors for which different animals will be able to gain quality in.


There isn't a whole lot that I don't like about this idea, truth be told. Though I'd rather see them have feed requirements, making it necessary to feed them a specific kind of kinds of food to up their various attributes (Quality/Quantities). Then make the crops only grow in certain environments (That are Latitude/Longitude/Terrain based, not just Terrain based), so that trade is required to maintain livestock in your area, or at the very least to grow any kind of decent animal.

another idea is to make seedbags 3 times larger and certain plants will not produce seeds unless they are in the right kind of conditions, Make wheat available everywhere though because of their many uses but perhaps the village wants tobacco but it wont grow in their region, they will travel to another village and request it for something else like i was saying previously right now every single village has everything they'll ever need so they arent needing to trade.


I'm definitely in support of larger seedbags, but only if they also take up more space in the inventory. (IE - A 2 square seedbag that holds 20, a 4 square that holds 50).

I don't think any plant should grow good everywhere. But I do think that you should be able to overcome certain elements of plants being out of their preferred terrain by using Greenhouses, Fertilizer, proper watering, crop rotation, and 'multi-crop' methods. (IE - Growing Corn and Beans together since Corn using a ton of Nitrogen and Beans are Nitrogen Fixers)

Not bad ideas all around.
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Re: Make skill values like FEPs

Postby overtyped » Sat Nov 20, 2010 11:58 pm

There isn't a whole lot that I don't like about this idea, truth be told. Though I'd rather see them have feed requirements, making it necessary to feed them a specific kind of kinds of food to up their various attributes (Quality/Quantities). Then make the crops only grow in certain environments (That are Latitude/Longitude/Terrain based, not just Terrain based), so that trade is required to maintain livestock in your area, or at the very least to grow any kind of decent animal.
another idea is to make seedbags 3 times larger and certain plants will not produce seeds unless they are in the right kind of conditions, Make wheat available everywhere though because of their many uses but perhaps the village wants tobacco but it wont grow in their region, they will travel to another village and request it for something else like i was saying previously right now every single village has everything they'll ever need so they arent needing to trade.

I'm definitely in support of larger seedbags, but only if they also take up more space in the inventory. (IE - A 2 square seedbag that holds 20, a 4 square that holds 50).
I don't think any plant should grow good everywhere. But I do think that you should be able to overcome certain elements of plants being out of their preferred terrain by using Greenhouses, Fertilizer, proper watering, crop rotation, and 'multi-crop' methods. (IE - Growing Corn and Beans together since Corn using a ton of Nitrogen and Beans are Nitrogen Fixers)
Not bad ideas all around.[/quote]
Thank you for replying with input instead of insults to every part of the because they didnt think of it themselves. I wish you were the first person to see the merits of my ideas and extend on them. Thank you.
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Re: Make skill values like FEPs

Postby Repercussionist » Sun Nov 21, 2010 3:15 am

overtyped wrote:Thank you for replying with input instead of insults to every part of the because they didnt think of it themselves. I wish you were the first person to see the merits of my ideas and extend on them. Thank you.


If you can't handle criticism, don't post. This isn't Fluffy Cloud and Rainbow Land, so not everyone is going to agree with you. If you can't handle your idea being debated without getting butt-hurt, keep it to yourself.
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Re: Make skill values like FEPs

Postby Jackard » Sun Nov 21, 2010 7:32 am

If you can't handle criticism, don't post. This isn't Fluffy Cloud and Rainbow Land, so not everyone is going to agree with you. If you can't handle your idea being debated without getting butt-hurt, keep it to yourself.
Welcome to the internet.
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