Shovel

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

Re: Shovel

Postby Chakravanti » Fri Dec 25, 2009 2:31 pm

Neruz wrote:Do we really want to put more power into the hands of the tiny percentage of the population who own mines?

You are not a majority. I believe that more than %50 of the player base has regular access to metal.
I'm all in favour of metal consumables that have some sort of quality improvement or something over alternitives, but i don't think metal consumables should be required, only be more efficient and effective than using other means.

Speed, energy and effort should be modified. I said elsewhere that clay cauldrons Q nerfing is lame and should be changed. What type of resource you use should not affect Q beyond the natural Q mechanics of the difficulty to produce that resource. Arbitrary Q nerfing (or buffing) is lame as fuck.

That way if you're rich enough or lucky enough, you can maximise efficiency using metal, but it's not neccessary to play the game. If consumable metal was made neccessary, metal would need to become a renewable resource, and it would need to be made easier to get. It's already a bitch to get the metal needed for scythes and chests unless you get lucky.
No luck involved but yes. Spot on the rest of that.
Last edited by Chakravanti on Fri Dec 25, 2009 2:34 pm, edited 1 time in total.
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Re: Shovel

Postby Neruz » Fri Dec 25, 2009 2:34 pm

Chakravanti wrote:
Neruz wrote:Do we really want to put more power into the hands of the tiny percentage of the population who own mines?

You are not a majority. I believe that more than %50 of the player base has regular access to metal.


I have a mine right near my house, i don't yet need metal, but i don't imagine i'll have any problems with it when i do.

Speed, energy and effort should be modified. I said elsewhere that clay cauldrons Q nerfing is lame and should be changed. What type of resource you use should not affect Q beyond the natural Q mechanics of the difficulty to produce that resource. Arbitrary Q nerfing (or buffing) is lame as fuck.


Really? Why?

How about natural Q caps? In that metal objects can reach higher Q levels than wooden ones?
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Re: Shovel

Postby Chakravanti » Fri Dec 25, 2009 2:36 pm

Don't talk about things you don't understand. Go study the resource tree posted by Delamore to understand what a 'natural cap' is. In short, Natural resources (Clay, soil, & Water) softcap everything you make with large amounts of effort required to achieve higher quality.
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Re: Shovel

Postby Agarrett » Fri Dec 25, 2009 2:42 pm

I have the means to get metal, its just that the harder it is to get basic resources, the harder it is for noobs. Seriously, the majority of anyone who joins this game is told to make clay pots, if you make them need metal for that, what can they actually do for LP? I think the shovel with metal should not be implemented until the LP system is replaced.
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Re: Shovel

Postby warrri » Fri Dec 25, 2009 2:48 pm

Agarrett wrote:I have the means to get metal, its just that the harder it is to get basic resources, the harder it is for noobs. Seriously, the majority of anyone who joins this game is told to make clay pots, if you make them need metal for that, what can they actually do for LP? I think the shovel with metal should not be implemented until the LP system is replaced.


They dont _NEED_ metal for that, but they could make it 3x faster or so with metal.

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Re: Shovel

Postby Neruz » Fri Dec 25, 2009 2:49 pm

Chakravanti wrote:Don't talk about things you don't understand. Go study the resource tree posted by Delamore to understand what a 'natural cap' is. In short, Natural resources (Clay, soil, & Water) softcap everything you make with large amounts of effort required to achieve higher quality.


Yes, i know, what's your point? Trees are affected by water, high quality trees are needed for high quality charcoal, which is needed for high quality metal. Anyone making high quality metal already has high quality wood, thus rendering the 'natural cap' of being unable to improve clay, soil and water quality moot when comparing high quality wood and metal tools.

When you're dealing with extremely high quality, it should take exponentially more work to get to the next 'level' up, that's how it works in reality as well.
Last edited by Neruz on Fri Dec 25, 2009 2:50 pm, edited 1 time in total.
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Re: Shovel

Postby Potjeh » Fri Dec 25, 2009 2:50 pm

Yeah, I think armour is a bit too durable.
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Re: Shovel

Postby Chakravanti » Fri Dec 25, 2009 2:50 pm

We're not talking about changing any existing game mechanics or development structure. Shovels would simply make the procuring of dug resources quicker and costing of less stam. Same as Scythe and such. Although, granted adding shovels would probably increase the ease at which experienced players train alts.

I'd say this *might* be the reason they've forgone making the shovel henceforth but that didn't stop them from adding thanes or denerfing bear capes which now make training an alt a rapid and easy affair after you've built a dozen looms or so. Personally I don't have my alts make any teapots. Much easier and quicker just to hunt.

@Neruz - STFU
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Re: Shovel

Postby Neruz » Fri Dec 25, 2009 2:51 pm

Chakravanti wrote:We're not talking about changing any existing game mechanics or development structure. Shovels would simply make the procuring of dug resources quicker and costing of less stam. Same as Scythe and such. Although, granted adding shovels would probably increase the ease at which experienced players train alts.


So what's the problem with having wooden and metal shovels again, with the wooden ones not being as good as the metal ones?
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Re: Shovel

Postby Chakravanti » Fri Dec 25, 2009 2:55 pm

Neruz wrote:
So what's the problem with having wooden and metal shovels again, with the wooden ones not being as good as the metal ones?


You want a wooden scythe too, huh? Seriously, stfu.

All you nubs want a cheap wooden variation of something you can already do by hand. And don't mention plowing because hand plowing really only exists to eat food rapidly.
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