Raise Minimum Natural QL

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

Raise Minimum Natural QL

Postby Winterbrass » Sun Feb 21, 2010 4:10 am

Raise minimum QL of everything found in nature to 40. Simple enough.

With other changes that Jorb and Loftar plan on introducing (such as resource node QL decay), it means that there won't only be peaks from basic, but troughs from it, as well, without hitting an absolute floor of 10QL.

It permits a wider range of description of overuse of the area in question, and allows deeper interaction in systems that are currently not utilized - as an example, soil QL affecting crop/tree QL.

Soil QL decay due to overfarming.
Grass QL decay due to overgrazing.
Tree QL decay due to overharvesting.

It also means that finished items are more likely to be closer together in terms of benefits from QL, given skill levels that won't cap the item (from 10->40->90 to 40->90->160 - meaning 10 more points of difference between the first two tiers and thirty more points of difference between the second two).

This gives 10-hour newbies a helping hand through higher food and water QL, helps promote crop rotation - among other things - when natural QL relationships come into play, provides further context and meaning to the QL system because QLs lower than 40 will only occur in nature where people are being careless, and gives high QL crafters a bit of a boost when reaching for that x4 QL bonus at 160.
jorb wrote:Haven aims to be hardcore.
User avatar
Winterbrass
 
Posts: 367
Joined: Thu Jan 07, 2010 6:12 pm

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 1 guest