Teaching and learning

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

Re: Teaching and learning

Postby Chakravanti » Tue Feb 09, 2010 6:03 am

minck1 wrote:Mass producing tea pots and looms is making useful products?


This is something only newbies need to do and the only reason any other than a newbie does teapots is for macros.

Beyond that the current system is only a placeholder. I am not arguing for it. I'm only trying to explain why this idea is shit.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Postby Jackard » Tue Feb 09, 2010 10:15 am

Chakravanti wrote:Now, Go make me 50k pieces of jewelry and tell me that scarcity of resource is a sustainable and practical game mechanics under such terms of character development.

ownedd
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Re: Teaching and learning

Postby firemage » Tue Feb 09, 2010 10:43 am

minck1 wrote:Mass producing tea pots and looms is making useful products?


As Chakravanti said, only newbies need to do that, and only because you can't do anything useful with the first three skills.
As soon as you have all the skills necesssary to build your own claim, you don't need to grind anymore and instead play to improve your property. Character improvement comes automatically.
That's imo the beauty of the LP system. Only the way you get new skills (recipes) could change, and you should know more recipes from the start. But the way you improve skills should stay.
That said learning by doing is a bad idea in a game for all the reasons Chakravanti gave.

However I like the idea of teaching. Right now because of the quality system newbies are not very useful for villages. They could be sent repairing or something, but is that fun? The other way to integrate newbies is founding a second village, where quality of the products doesn't matter.
Teaching directly could help there, but I have no idea, how that could be done without introducing learning by doing.
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Re: Teaching and learning

Postby Chakravanti » Tue Feb 09, 2010 10:55 am

actually newbies are very useful.

with decent trees and ovens they can still produce Q90+ foods from nub farming.

The reason newbies aren't often recruited into villages is due to paranoia from a lack of ability to firmly identify players.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Teaching and learning

Postby VowOfSilence » Tue Feb 09, 2010 11:14 am

i agree with Chakravanti on the grind issue when "learning by doing" is the ONLY way to progress - but if it's an additional way of progression, it sounds fine imo.

You could still get better at blacksmithing without blacksmithing much, f.e. by using your wyrd, having other players teach you, using instruction manuals written by teachers, and so on. Of course, if you just want to progress as quickly as possible, you should also do blacksmithing yourself, but it's not like you're forced to do it. It would simply add an additional, say, ~25% progression speed.
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Re: Teaching and learning

Postby VowOfSilence » Tue Feb 09, 2010 11:18 am

warrri wrote:#2 is hardcore abusable


hm.. how? I mean, you can currently also do fishing while afk. Not much to abuse there, tho xP
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