Remove quality cap for wild animal products

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

Re: Remove quality cap for wild animal products

Postby Sotsa » Thu Jan 06, 2011 1:00 am

overplant without fertilizing and you fuck up the soil.
fertilize and you recieve better crops..
I think this was Potjeh's idea, and it does indeed sound more engaging than the current system.
Before you take insult to this post, keep in mind that I am simply a warrior of truth.
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Re: Remove quality cap for wild animal products

Postby sabinati » Thu Jan 06, 2011 1:04 am

Skorm wrote:
sabinati wrote:there would still always be animals, and preferably more types, but overhunting the same region would decrease animal spawns. but just like resource spots, fish spots, etc. they would recover.


so you gotta keep moving? sound good enought, but then i THINK a similar limitation should be added to farming.


nah just don't necessarily hunt the same spot every day. if there's like 20 dudes hunting the same spot every day it should have less/lower q animals.

for farming there will probably be some other completely different system introduced to limit it... potjeh has some nice ideas about it imo
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Re: Remove quality cap for wild animal products

Postby Phizuol » Thu Jan 06, 2011 1:18 am

sabinati wrote:
Skorm wrote:
sabinati wrote:there would still always be animals, and preferably more types, but overhunting the same region would decrease animal spawns. but just like resource spots, fish spots, etc. they would recover.


so you gotta keep moving? sound good enought, but then i THINK a similar limitation should be added to farming.


nah just don't necessarily hunt the same spot every day. if there's like 20 dudes hunting the same spot every day it should have less/lower q animals.

for farming there will probably be some other completely different system introduced to limit it... potjeh has some nice ideas about it imo


Sounds like a pretty cool idea. I love hunting on foot and kinda exploring at the same time.
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Re: Remove quality cap for wild animal products

Postby DatOneGuy » Thu Jan 06, 2011 6:36 am

1. I'd be sad if crop rotation DIDNT make it in the next system. It would mean being a little more complicated, but why not. Soil enrichment so you don't have to rotate as much would also be nice.

2. I like the idea of raising animal levels more than the rest of this stuff to be honest. Making 'deeper wild' with animal levels of up to XX or XXX would be very nice, stronger animals, more dangerous animals, but in the case of the bear, make the bones not go past 200 period, and that X-XXX is still same Q bones, only meat/intestines rise? IMO anyway, I like the balance of the current meat BUT:
A)Having to hunt THAT deep into the wild to get bones of q200 would be SO suck, but might work out if q200 bones are supposed to be rare...
B)I'd hate to have to keep an area so far away 'protected' from newbs just cropping up and building a village, I'd end up wanting to kill someone/something.

3.Removing the animals from the equations doesn't sound cool, what would the formula for meat be then? Instead of softcapping with tool average? q160 axe and q40 fox would give q100 fox meat. I'd be down for that to be honest, but removing the meat Q all together sounds like it would be painful (also not make much sense).
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