Happy/unhappy buff/debuff

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

Happy/unhappy buff/debuff

Postby Mac70 » Wed Aug 25, 2010 9:13 pm

Like in topic. I have an idea what can do happy/unhappy bar.

When you are fully unhappy, you do anything (exteend walk) 50% of normal speed, when you are 50% unhappy, speed is a 75% of base etc., 100% happy gives you 200% speed of making anything, 50% happy- 150% etc.
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Re: Happy/unhappy buff/debuff

Postby iRok » Thu Aug 26, 2010 2:50 am

I don't like it. Frankly, there needs to be more things that make your character happy/unhappy.
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Re: Happy/unhappy buff/debuff

Postby rye130 » Thu Aug 26, 2010 4:14 am

They plan to expand on the system but I don't think it should affect the speed you do things. I think they want it to have a small effect on the outcoming quality when crafting or something like that.
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Re: Happy/unhappy buff/debuff

Postby Wirt » Thu Aug 26, 2010 5:40 am

I don't like systems you don't have that many ways of influencing.
Log in, look around, see happiness is in the negatives, log off.

It should be either largely inconsequential, or relatively easy to influence. Or both.
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Re: Happy/unhappy buff/debuff

Postby Granger » Thu Aug 26, 2010 9:13 am

Wirt wrote:I don't like systems you don't have that many ways of influencing.
Log in, look around, see happiness is in the negatives, log off.

It should be either largely inconsequential, or relatively easy to influence. Or both.

Happyness comes from your surrounding and the stuff you do.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Happy/unhappy buff/debuff

Postby burgingham » Thu Aug 26, 2010 9:38 am

rye130 wrote:They plan to expand on the system but I don't think it should affect the speed you do things. I think they want it to have a small effect on the outcoming quality when crafting or something like that.


Where did you get that from?
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Re: Happy/unhappy buff/debuff

Postby Wirt » Thu Aug 26, 2010 10:19 am

Granger wrote:Happyness comes from your surrounding and the stuff you do.

I know, even if I haven't worked out all the rules yet.
Small wall of text incoming as I try to come up with something.
My point is, happiness is purely a game mechanic, not a simulation - you can't simulate a guy you control being happy or unhappy. Thus it needs to serve a game purpose. The obvious choice would be rewarding doing well (Staying well-fed, wearing high-quality clothes, having full HP) and penalizing doing badly (Going hungry, wounded, tired, low-quality clothes) - however, H&H is a game heavy on resource acquisition and management. If you're doing well, you probably have enough resources to keep doing well, you already have an advantage and don't need an even bigger advantage. Conversely, if you're doing badly, you're probably still gathering resources you need to do well and are already at a disadvantage. An extra disadvantage will only make it harder for you to go on.
It can go as a complementary system to personal beliefs and a "goal" system. Here's how it goes.
When you help your hearthling follow his personal beliefs, he becomes happier. When you make him do something opposite to his beliefs, he gets sad - quite simple, really. Night persons like to go out at night, peaceful guys don't like fighting, and so on. Also, he gets desires - think of these as your ancestors' wishes, only on a personal scale, time-limited and dependent on personal beliefs. Desires slowly shift, and if one shifts out before you fulfil it, you get a happiness hit - and if you do fulfil it, you get a boost. Desires pop up naturally - a hunter may want to go hunt a bear, a high-change guy may want to find some new clothes - a lot of things has to be considered, including personal beliefs, skills, incremental skills' ratios, whether the hearthling has already done something (It's unlikely that a guy who hasn't killed anyone will want to, for example), items owned - it gets complicated. Even with all this stuff in place, the payback from all this should still be minor.

Another function I see is discouraging grinding. Basically, the game keeps a stack of the last 10 basic (No difference between digging for clay and digging for soil) actions a hearthling took. If he does something already in this stack, he gets a chance of a happiness hit - he's getting bored. Doing something he hasn't done in a while gives a boost. Here, you get a penalty or bonus to your learning ability based on your happiness.

In both cases, rare occurrences should give a bonus: finding a herb you have less than a 15% chance of seeing, meeting a dryad and the like.

Hope it gets some gears turning.
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Re: Happy/unhappy buff/debuff

Postby Jeebus » Sat Aug 28, 2010 1:05 am

Honestly, I hate the whole happy/unhappy concept and the bar. I mean, my character gets pissed off doing the things I LIKE, such as farming, sewing, and cooking, and goes up doing things that feel tedious, like digging, or even morbid, like chick punching. I swear my character is a sick sadist. Anyhoo, other than feasting, there seems to be no logic in the ups and downs of the happy/unhappy bar, and if buffs and debuffs are put in based on it, I'd lose my mind, because I'd always get a debuff for doing things I LIKE to do.

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Re: Happy/unhappy buff/debuff

Postby burgingham » Sat Aug 28, 2010 9:35 am

The happyness bar was supposed to be removed last time I checked. Don't know if jorb and loftar changed their minds and kept it, because they have plans for it or if they were just to lazy to remove it.

Pro tip: If you want to be 100% happy really quick, just feast carrot cakes (I suppose birthday cakes work as well?) from a decent table.
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Re: Happy/unhappy buff/debuff

Postby Darkavatar » Sat Aug 28, 2010 10:07 pm

burgingham wrote:Pro tip: If you want to be 100% happy really quick, just feast carrot cakes (I suppose birthday cakes work as well?) from a decent table.


Or creamy cock. Eating cocks really raise your happiness, like 3 or 4 cocks will max out your happiness.
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