Forced Specialization.

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

Forced Specialization.

Postby Jfloyd » Sun Jul 26, 2009 10:59 pm

First off, I'm sick of people whining about how everyone can do everything by themselves, and trade is pointless.
So, I'm suggesting that the Devs implement this:

With the first initial skills you have hunting skills, what leads to farming skills, and what leads to mining skills.
There is also the fighting skills.
When you're in the starting room, a small explenation of skills should be given, of what those skills all lead to.
If you choose stoneworking, or pottery first, your tree will be locked into the mining tier.
If you choose Plant Lore, or Animal Husbandy first, your tree will be locked into the farming tier.
If you choose Hunting, or Fishing, your tree will be locked into the hunter's tier.
If you choose Will to Power, your tree will be locked into the Guard/Defender class. This could be useful if Seiges
are ever incorperated.

Ofcourse this will require a re-mapping of the skill tree, but the left over starting skills could also lead to other trees.
Someone who is a farmer shouldn't also be able to be a silk trader. So the cloth weaving skill could lead to that sort of
specialization.

I think that if each person is stuck with one job, it would truely fit the theme of The Game. Towns and villages
didn't have one person would could work with leather, cloth, silk, and he could farm. So each of those would be
split up.
Weapon crafting should also be split up from the miners.
As for tiers with only one or two skills, more items with important uses should be implemented, to give them value.
Farming should have a split between Crops, and Animals. Crop farming would need the irrigation skill.
Whereas, if you're an Animal farmer, you'd have to have a stead supply of wheat from a crop farmer.
When you want an animal butchered, you could take it to someone with the hunting skills, then find
a leather worker to proccess the skins, and make items out of it. If you live in a town, I think that a town should
have to mint out coins, that goes in a mass coffers. Each 2 1/3 days (One week) an automatic payment
should be made to it's people, depending on how much they were on. This would mean a town HAS to have
a source of Ore, and a Smith. They need to eat which is up to butchers and farmers.

I think all of this could be expanded ever more, but that's about the gist of it.
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Re: Forced Specialization.

Postby Delamore » Sun Jul 26, 2009 11:12 pm

YEAH EVERYONE ON THE FORUMS IS COMPLAINING ABOUT ALTS YEAAAAH LETS MAKE THEM EVEN MORE NEEDED!
What the game needs is specialization as in you can get much better at one skill or be average at everything.
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Re: Forced Specialization.

Postby Jfloyd » Sun Jul 26, 2009 11:19 pm

Delamore wrote:YEAH EVERYONE ON THE FORUMS IS COMPLAINING ABOUT ALTS YEAAAAH LETS MAKE THEM EVEN MORE NEEDED!
What the game needs is specialization as in you can get much better at one skill or be average at everything.

I don't care about the alts. Jorb himself has said that having multiple characters may be needed for things.
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Re: Forced Specialization.

Postby Jackard » Sun Jul 26, 2009 11:20 pm

Can I have a Batman class?
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Re: Forced Specialization.

Postby niltrias » Mon Jul 27, 2009 3:13 am

I like the gist of your idea, but I think its a bit strict. I think that, instead of being locked into a tree, the civ/barbarian slider could be used to affect jobs much like the industry/nature does now. For example, hunters could benefit more from barbarian settings, (more meat/better chance of special items from dead animals) and town dwellers could benefit more from processed goods/processing goods. This would also set up a sort of chain of supply, as opposed to nature/industry, which basically splits the population in two...barbarian types would be better at getting raw materials and trade it to the civilized types, who would be better at processing raw materials and making the next level of materials.
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Re: Forced Specialization.

Postby PoisonedV » Mon Jul 27, 2009 4:14 am

I don't like this. I contract ADD when I play this game, I like to switch around alot, and I mean have segments of time, not just doing everything I can to be self sufficient, and I don't really want to deal with alts. I don't think that obtaining resources should be hindered by skills, but by availability. However, implementation of efficiency and effectiveness with belief is both great how i see it and still leads to specialization, so if anything I think they should make that more indepth or agressive
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Re: Forced Specialization.

Postby Jackard » Mon Jul 27, 2009 12:05 pm

“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Forced Specialization.

Postby theTrav » Tue Jul 28, 2009 1:21 am

Hmm... I like trying out all the different things the game has to offer, but I'm unsure whether I'd create a bunch of alt characters to do that...

As it is, my character is slightly specialized in that he's full nature, and therefore can't do ANY metal production, however he can still craft metal objects without any issues.
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