Bring back perception on Quality

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

Re: Bring back perception on Quality

Postby Chakravanti » Sun Feb 14, 2010 4:45 pm

I'm not disagreeing with that point niltrias but there's no attachment to that toon. Just run it till it dies. If it finds something, make a hearth, set an HS, spawn a new alt...etc...build a village.
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Re: Bring back perception on Quality

Postby Avu » Sun Feb 14, 2010 4:46 pm

Can we at least get the no civ level from hearth fires implemented?
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Re: Bring back perception on Quality

Postby fedorstrel » Sun Feb 14, 2010 4:54 pm

Lets make resources migratable and ores exhaustible
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Re: Bring back perception on Quality

Postby sabinati » Sun Feb 14, 2010 5:12 pm

that is what they're doing fedorsteel. q points will be diminished by use. which makes chak's idea of building a village at a high q resource especially stupid.
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Re: Bring back perception on Quality

Postby Potjeh » Sun Feb 14, 2010 5:20 pm

I still think that idea sucks monkey balls. Much better would be to put a daily limit on how much you can dig at one spot.
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Re: Bring back perception on Quality

Postby Chakravanti » Sun Feb 14, 2010 5:46 pm

Potjeh wrote:I still think that idea sucks monkey balls. Much better would be to put a daily limit on how much you can dig at one spot.


This is as bad as my idea and doesn't even solve the problem. Once you have alts on a spot you can just spawn new ones, load up and teleport back to your village. Unless you mean that a specific tile has a daily allotment of resources that can be gathered which still has no affect on water.

sabinati wrote:that is what they're doing fedorsteel. q points will be diminished by use. which makes chak's idea of building a village at a high q resource especially stupid.


This is a great idea. Making the continual discovery of new HQ resources imperitive and diminish the dozens of village claims that always end up on such resources when they are discovered. I've always thought this was an excellent idea when jorb mentioned it the first time and have looked forward to it's implementation for some time now.

It wouldn't change the ease of running alts to death in the search for those mats though.
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Re: Bring back perception on Quality

Postby Potjeh » Sun Feb 14, 2010 5:50 pm

I'm saying that having your great spot turn into a crap spot sucks monkey balls. Imagine that happening with soil when soil quality starts mattering for crops.
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Re: Bring back perception on Quality

Postby Chakravanti » Sun Feb 14, 2010 6:19 pm

I don't think they intend to make soil quality affect crop quality.

I think diminishing resources should be a good thing but it is true that the rates should be carefully considered.

If they do these things I'm of the opinion that the improvement of base resources should be possible somehow but I haven't thought of a system that doesn't devalue the localization of resources and/or simply make a macro encouraging grindfest.

I think a compost bin would serve well to improve the quality of soil somehow. Unless the compost itself slowly accumulates quality points (perhaps on a progressively increasing timer increment) I can't think of a way that compost and the crops that make it/are made by it wouldn't just nerf each other to death. Even so we must ask ourselves if managing compost is some mandatory shit we want to be adding to the process of cultivating high quality crops.

Furthermore what timer increments should be placed on Q90+? Q160+? Q500+?

Tbh, it'd be really nice ot have some fomulas...like say those for the building of tables.

As it stands board Q and thus metal Q and the Q of many basic tools are now affected by doubly affected by farming. Adding methods of improving base resources to theoretically infinite levels can be troublesome. Allowing soil to be improved strikes me as one more gross dependency on farming that neglects the fact that industry currently has very little returning interdependency.

THere is further the fact that compost bins, like coops and cows would obviously be in game structures that would be far too vulnerable to PvP under the current system but that of course is rather a seperate matter.

No....I don't think they're going to add soil as a requirement for crops. Even without compost bins. I might be wrong though.
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Re: Bring back perception on Quality

Postby Potjeh » Sun Feb 14, 2010 6:32 pm

Wait, are we on the same page here? As I understand it, the plan is to make quality spots completely exhaustible, ie you get a couple of treepots worth of soil out of a soil quality spot, and it's gone, replaced by q10 soil forever. If you ask me, being forced to spend 90% of of your playtime running around looking for quality spot is the most tedious thing ever. I'd rather have shift-move removed than deal with that.
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Re: Bring back perception on Quality

Postby warrri » Sun Feb 14, 2010 6:49 pm

You realize you have to grind pottery to check for clay and soil first? You realize need a hide before you can check the water q? You realize that running around with your main has the same odds on finding hq spots as running around with new spawned alts? You realize that while you run around with your main you can even feed him and gain lp and stats?
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