The Curiosity System and What Went Wrong

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Re: The Curiosity System and What Went Wrong

Postby TeckXKnight » Thu Apr 10, 2014 11:42 pm

sabinati wrote:fucking lol the lp from building

This argument came up a lot when the curio system first was introduced too. People were upset that they weren't getting their 1lp per stone paved. At about 2 seconds per pave with max peaceful and change, constant tea buffs etc, it would take you about 19.4 hours of non-stop paving to equate the kill of one bear or of half a deer pack. If anything, this was how the old system punished you for building. You were torn between building something useful or getting lp. The two were essentially mutually exclusive. Anyone who had goals outside of "Build a house" such as be useful for farming, be useful for hunting, be useful for fighting, be useful for crafting, etc. knew the horrors of being asked to help build the village. That meant hours of your day squandered.
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Re: The Curiosity System and What Went Wrong

Postby YoukaiMori » Fri Apr 11, 2014 12:58 am

sabinati wrote:i don't think you understand the difference between "making a few thousand bread doughs and dropping them on the ground" mass production and curio mass production. or most other aspects of the game. probably because you aren't smart.


What is the difference, exactly? Please tell me how "making a few thousand bread doughs and dropping them on the ground" which of course is hyperbole, is different than "making a few thousand curiosities and studying them"?

Let me explain it in simple terms for you to understand, because this seems to be what I am getting out of your argument.

The act of creating an object only for the LP, and then destroying it is what bothers you.

You create "a few thousand bread doughs" and drop them on the ground. These bread doughs are gone now. You have used your industry of wheat up only to destroy the leftovers you didn't want to get LP.
You create "a few thousand" curiosities and study them. These curiosities are gone now. You have used your industry of curiosities to study them to gain LP.

Please, do explain to me the difference, stop with the half assed insults and "No you're just wrong because I'm right" and actually explain how those two instances are different.

TeckXKnight wrote:
sabinati wrote:fucking lol the lp from building

This argument came up a lot when the curio system first was introduced too. People were upset that they weren't getting their 1lp per stone paved. At about 2 seconds per pave with max peaceful and change, constant tea buffs etc, it would take you about 19.4 hours of non-stop paving to equate the kill of one bear or of half a deer pack. If anything, this was how the old system punished you for building. You were torn between building something useful or getting lp. The two were essentially mutually exclusive. Anyone who had goals outside of "Build a house" such as be useful for farming, be useful for hunting, be useful for fighting, be useful for crafting, etc. knew the horrors of being asked to help build the village. That meant hours of your day squandered.


And? Nobody ran around saying "I'm going to pave the world for my sole source of LP". Do you think all players actually ran around trying to optimize LP gain at MAX SPEEDS?
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Re: The Curiosity System and What Went Wrong

Postby GrapefruitV » Fri Apr 11, 2014 1:18 am

"making a few thousand bread doughs and dropping them on the ground" which of course is hyperbole

It is so not. People were making hundreds everyday. As experienced player you should know that.

You create "a few thousand bread doughs" and drop them on the ground. These bread doughs are gone now. You have used your industry of wheat up only to destroy the leftovers you didn't want to get LP.
You create "a few thousand" curiosities and study them. These curiosities are gone now. You have used your industry of curiosities to study them to gain LP.

Please, do explain to me the difference, stop with the half assed insults and "No you're just wrong because I'm right" and actually explain how those two instances are different.


Bread is for eating. It is meant to be gone in exchange for needed fep or full hunger bar, to be eaten, not droped on the ground. Curiosities meant to be studied and gone in exchange for lp. Using objects in unintended way is exploit. Do I need to explain how it is bad and why devs are trying to get rid of it?
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Re: The Curiosity System and What Went Wrong

Postby YoukaiMori » Fri Apr 11, 2014 1:53 am

GrapefruitV wrote:
"making a few thousand bread doughs and dropping them on the ground" which of course is hyperbole

It is so not. People were making hundreds everyday. As experienced player you should know that.

You create "a few thousand bread doughs" and drop them on the ground. These bread doughs are gone now. You have used your industry of wheat up only to destroy the leftovers you didn't want to get LP.
You create "a few thousand" curiosities and study them. These curiosities are gone now. You have used your industry of curiosities to study them to gain LP.

Please, do explain to me the difference, stop with the half assed insults and "No you're just wrong because I'm right" and actually explain how those two instances are different.


Bread is for eating. It is meant to be gone in exchange for needed fep or full hunger bar, to be eaten, not droped on the ground. Curiosities meant to be studied and gone in exchange for lp. Using objects in unintended way is exploit. Do I need to explain how it is bad and why devs are trying to get rid of it?

And exactly what was stopping you from using that bread dough for food? Absolutely nothing was stopping you from using it. You act like you weren't allowed to use it, that you were forced to destroy the bread dough.

Let me give you a good example of another reason this system fucked up.

I am farming, I don't want to grow pumpkins, so I don't. This is fine because I don't NEED pumpkins so I lose nothing, and use my farm space for other things that I do want.
I am farming, I don't want to grow curiosities, so I don't. I now can't advance my character. So I use my same space for curiosity industry, I now have a more limited farm/space for whatever that's taken up by this.

You were not forced to create "thousands of bread dough" for LP, nor were you forced to get rid of them once you made them. For all I care, you could make a thousand bread dough, bake the bread, and then eat it all at once like a fat ass. But you can not choose not to produce curiosities if you want to really play the game. You NEED to produce curiosities. You are forced into a specific industry to create these, or specific crafts to create higher quality ones.

I have been trying to explain this since post 1. You are forced into crafts you may not want to use in order to advance quicker, as opposed to having your source of LP be your own choice of anything.

I can not explain this any better, I honestly can not. You might say, "Well in normal MMO's you can only kill enemies for exp", this is a sandbox game and it didn't USED to be like this. That is why I am critiquing the system. H&H had a great concept and a great exp system that made every action fun, everything you did was fun because you were rewarded for it, and yes, players like rewards. Why do people grind in normal MMO's? The rewards. Be it items, exp, or gold. Getting LP for your actions, as small as it is might be, makes you feel like nothing is wasted. Getting nothing for most actions makes you feel like you're doing nothing important and it's not fun. WAITING isn't fun.
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Re: The Curiosity System and What Went Wrong

Postby Cajoes » Fri Apr 11, 2014 3:10 am

I like curios solely because it allows you to trade precious LP with other players in exchange for goods or services. A village that produces curious has far more utility worth than one that simply wastes dough and trees for straight lp exchange.

Course, I don't play Haven to watch numbers go up. I'm clearly in the minority.
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Re: The Curiosity System and What Went Wrong

Postby PolyMcFee » Fri Apr 11, 2014 3:26 am

You say the old system is better? You say getting LP from building a house is better. i just spent 1 hour building an entire mansion WHILE GAINING.....download/file.php?mode=view&id=2072

So tell me has any building project you have EVER done got you 23,000 LP for an hours work?

I like the fact that i can boat around hunting/ gathering / or chat with friends standing doing nothing and gain 23,000 LP / hour.
it is alos sweet as shit when i log in for the day and gain 250,000 or so.
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Re: The Curiosity System and What Went Wrong

Postby sabinati » Fri Apr 11, 2014 4:01 am

YoukaiMori wrote:
sabinati wrote:i don't think you understand the difference between "making a few thousand bread doughs and dropping them on the ground" mass production and curio mass production. or most other aspects of the game. probably because you aren't smart.


What is the difference, exactly? Please tell me how "making a few thousand bread doughs and dropping them on the ground" which of course is hyperbole, is different than "making a few thousand curiosities and studying them"?

Let me explain it in simple terms for you to understand, because this seems to be what I am getting out of your argument.

The act of creating an object only for the LP, and then destroying it is what bothers you.

You create "a few thousand bread doughs" and drop them on the ground. These bread doughs are gone now. You have used your industry of wheat up only to destroy the leftovers you didn't want to get LP.
You create "a few thousand" curiosities and study them. These curiosities are gone now. You have used your industry of curiosities to study them to gain LP.

Please, do explain to me the difference, stop with the half assed insults and "No you're just wrong because I'm right" and actually explain how those two instances are different.

TeckXKnight wrote:
sabinati wrote:fucking lol the lp from building

This argument came up a lot when the curio system first was introduced too. People were upset that they weren't getting their 1lp per stone paved. At about 2 seconds per pave with max peaceful and change, constant tea buffs etc, it would take you about 19.4 hours of non-stop paving to equate the kill of one bear or of half a deer pack. If anything, this was how the old system punished you for building. You were torn between building something useful or getting lp. The two were essentially mutually exclusive. Anyone who had goals outside of "Build a house" such as be useful for farming, be useful for hunting, be useful for fighting, be useful for crafting, etc. knew the horrors of being asked to help build the village. That meant hours of your day squandered.


And? Nobody ran around saying "I'm going to pave the world for my sole source of LP". Do you think all players actually ran around trying to optimize LP gain at MAX SPEEDS?


you dumb dickweed, the other farmer in my village and i literally made ONE THOUSAND bread dough per harvest; i am not using hyperbole. the reason we didn't eat them is because 1. we would have had to cook them 2. bread gave like, 1 con fep or something, then no fep at all.

how many curious do you actually make in like, a week? unless you're trading them or supplying a large village or army of alts i can bet it's under a couple hundred. stop being an idiot, and stop making assumptions about what "bothers me".
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Re: The Curiosity System and What Went Wrong

Postby YoukaiMori » Fri Apr 11, 2014 4:20 am

PolyMcFee wrote:I like the fact that i can boat around or chat with friends standing doing nothing and gain 23,000 LP / hour.
it is alos sweet as shit when i log in for the day and gain 250,000 or so.

Yeah. Therein is the problem. Rewarded for doing nothing, unrewarded for actually doing things.

Oh look somebody who spent a lot of time gathering those curiosities (And in the process being unrewarded until the end where you actually acquired them.) got a lot of LP while building. The time investment into finishing construction on a mansion is much lower than the time it took to produce all of those curiosities. I'm sure.
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Re: The Curiosity System and What Went Wrong

Postby Ninijutsu » Fri Apr 11, 2014 4:22 am

YoukaiMori wrote:Rewarded for doing nothing

spent a lot of time gathering those curiosities
Of another era.
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Re: The Curiosity System and What Went Wrong

Postby Tonkyhonk » Fri Apr 11, 2014 4:26 am

YoukaiMori wrote:The time investment into finishing construction on a mansion is much lower than the time it took to produce all of those curiosities. I'm sure.

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https://www.youtube.com/watch?v=6uCls9EBK9s
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