Looms give too many LPs

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

Re: Looms give too many LPs

Postby Sarge » Sun Mar 14, 2010 1:50 pm

My experience seems to be that there is a LP split for multiple toons hunting one animal. Each toon seems to get LP pro rate their damage done to the animal. If a toon looses 'sight' of the animal, his cummilation starts from zero again. Not sure if the damege this toon did is then lost to the rest of the party as:

If you hunt alone and you lose sight of the animal, find at and then kill it, you only get the LP for damage done from the last time you had sight up to the kill.

Not saying this is fact, but it is how it looks like it works to me in in-game experience.

*and we've side tracked from the OP :| *
factnfiction101 wrote:^I agree with this guy.
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Re: Looms give too many LPs

Postby Flocke » Sun Mar 14, 2010 2:18 pm

Sarge wrote:*and we've side tracked from the OP :| *


well, not really: we talk about "loom-LP-grinding" and how to change that...

Sarge wrote:My experience seems to be that there is a LP split for multiple toons hunting one animal. Each toon seems to get LP pro rate their damage done to the animal. If a toon looses 'sight' of the animal, his cummilation starts from zero again. Not sure if the damege this toon did is then lost to the rest of the party as:

If you hunt alone and you lose sight of the animal, find at and then kill it, you only get the LP for damage done from the last time you had sight up to the kill.

Not saying this is fact, but it is how it looks like it works to me in in-game experience.


okay, but if that's right, why don't we use this LP-split-system for constructions too?

Flocke wrote:The easiest way to solve this "loom-LP-grinding" problem is to give LP's only for constructions, which you have totally built, like it is if you craft something. You earn only LP's if you complete something. Or make it so that, if you have added all the things you need for a loom, only then you can use the "build" button and earn LP's for this.
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Re: Looms give too many LPs

Postby VowOfSilence » Sun Mar 14, 2010 7:03 pm

in another thread, someone suggested that you should get all LP at once when finishing construction.
Sounds good to me, only issue might be several players building 1 structure, and only 1 of them getting all the LP...
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Re:

Postby VowOfSilence » Sun Mar 14, 2010 7:06 pm

Jackard wrote:as an aside maybe you dumb fucks should stop littering the countryside with looms theyre not as great as you make them out to be


what's better for AFK-farming, then?
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Re: Looms give too many LPs

Postby Dataslycer » Sun Mar 14, 2010 7:54 pm

Short term AFK would be loom, long term AFK may be fishing though you have to come back once in a while to replace fishing pole parts.
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Re: Looms give too many LPs

Postby Jackard » Sun Mar 14, 2010 8:43 pm

depends on whether or not you use macros

fish is a nice 'legit' one since its clean and gives you food to fight hunger
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Re: Looms give too many LPs

Postby jlt314 » Sun Mar 14, 2010 10:00 pm

fishing doesn't come close to building looms, LP-wise. line, hook and lure can break (supposedly the pole too, but never seen that happen), and if they don't, your inventory flows over. as far as I understand, with full inventory and one final fish on your cursor, you don't get any more LP. although writing a makro to go fishing and dump the fish on the shore sounds really tempting.
but branches are plentiful, fast and easy to gather, and actually regenerate, which leads to loom spam. and finishing them isn't a real option either, unless you literally excrete string type items ;) just being able to move or destroy construction sites would solve several problems. adding the pavement requirement to looms would also severely reduce the LP gain per time spent.
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Re: Looms give too many LPs

Postby Potjeh » Sun Mar 14, 2010 10:01 pm

You can destroy loom construction sites, and quite easily at that.
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Re: Looms give too many LPs

Postby Jackard » Sun Mar 14, 2010 10:07 pm

jlt314 wrote:fishing doesn't come close to building looms, LP-wise

he was asking about AFK. macros are best for that

jlt314 wrote:but branches are plentiful, fast and easy to gather, and actually regenerate, which leads to loom spam. and finishing them isn't a real option either, unless you literally excrete string type items ;) just being able to move or destroy construction sites would solve several problems. adding the pavement requirement to looms would also severely reduce the LP gain per time spent.

just chop trees
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Re: Looms give too many LPs

Postby theTrav » Mon Mar 15, 2010 3:08 am

Jackard wrote:
Peter wrote:Maybe if a sign gets hit by decay, it looses one item, starting with the cheapest? But I'm sure J&L can come up with a new one some time.

i like using them for mass storage. and what happens with things like houses?

sploity way of not having to build proper storage. The sign represents a pile of materials next to a half done construction.

Leaving crap around a construction site should not be considered as proper storage and should decay as normal items left on the ground, possibly ever so slightly slower to represent the builder neatly stacking them or whatever

Stuff that's already built into the object should decay at whatever rate the finished product will decay at (make something reasonable up for houses, probably pretty slow)
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