Game Development: Removed Grievous Damage From Ants

Announcements about major changes in Haven & Hearth.

Re: Game Development: Removed Grievous Damage From Ants

Postby Jeff » Wed Mar 24, 2010 11:24 pm

In my opinion, food quality should be more important.
It wasn't that difficult to raise stats even with low quality food with the 1x, since you only needed to eat more food (that means, drinking more water). They could put better modifiers at the food quality, or even put some limitations regarding the quality (as a "food quality need to be greater than 'str/5' to be able to gain str fep from that food).Obviously that would be quite harsh, but it would force the players to get better water/clay to improve the quality of the foods (and of the ovens).
Regarding cooking, it would be nice having more cauldron-related foods. Maybe some stews and soups, heavily influenced by the water quality.
"I'm just an humble farmer, after all"
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Re: Game Development: Removed Grievous Damage From Ants

Postby shamelesspie » Wed Mar 24, 2010 11:31 pm

That would just force beginner players to join villages. An obstacle easily overcome but often not willingly. Unless that is the overall goal of the game. Which last time I checked, 'twas not.

I'm not saying a large crazy super sized increase, just enough for some quicker FEP gains. Like now, I've finally been able to get from 17 to 18 perception after two days.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Leonard » Wed Mar 24, 2010 11:40 pm

Its a tie situation now: newbies are always in need of food (especially without secure fish now), so its quite good for them. But established people want to use their food accordingly, and if we are honest, half of the game consists of establishing, improving and perfecting your means of food production. On the last map, Sarge and me made quite a few raiding/hunting trips on pastures and in the woods, just to get something to eat for our 7 people-community. And it hit us quite hard as we lost our farmer. Now, I killed a few cows and sheeps for training, and our cupboards are stuffed with meat and vegetables - nobody needs it. I ate 4 carrots and 2 deer meat in a 2x 4h game, and thats just because I had to heal up from the brink of death AND I like to stay in the green section of the hunger bar. We gulped half a barrel of water in 1h while we were battering a section of some palisade (in our village :P)-it was impossible a week before.

To make things short and clear: a whole chain of economy is gone, or not needed anymore. Im cool with the slower gained attributes (but not that slow) because I depsise all this stats stats stats grindgrindgrind behaviour, but now were almost invincible in regards to survival.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Potjeh » Wed Mar 24, 2010 11:51 pm

More FEPs from foods could be the solution, but then food has to made proportionately harder to get, and that requires redesign of the whole food production side. Stuff like increasing crop growth times isn't the solution, it just means you have less things to do and thus no incentive to play. What's needed is more involved hunting, farming (my Crops Redesign thread), fishing etc. But all of that is months into the future, and in the meantime we lose the one natural in-game goal we had. Please add more endgame before weakening stat gain.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Leonard » Thu Mar 25, 2010 12:00 am

Exactly my thoughts, Potjeh
-signed
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Re: Game Development: Removed Grievous Damage From Ants

Postby Thodor » Thu Mar 25, 2010 3:50 am

Alkarym wrote:
Leonard wrote:But please dont make mines more common, it would encourage isolation even more -.-


well no, since there would be quality, make metal a bit more common in really low Q in caves an maybe riverbeds (think about how they extracted gold in the west)

now, not only are we secluded but we depend upon superpowers that have the said metal... and since it's mostly the only thing really rare in that game, they won't trade for much things


Why restrict it to caves and riverbeds? As far as I know only gold was the only thing panned for in rivers. A lot of metals occur in various forms on the surface.

I've been thinking along these lines. I have been playing for a couple of weeks now, and I am starting to notice the limits on what I can achieve without metal. I'm not worried about weapons and armour, but being unable to fry or make sausages simply because I have chosen to play on my own. One solution to this would be to add substitutes for some of these things made from wood and stone. A flat rock can be heated then used to fry on, or a wood/stone device be made to mash meat up into some approximation of mincemeat. Ideally though, at least from the players point of view, would be some source of metal outside the mines.

I think this could be achieved with low quality metals found scattered on the surface, maybe the type specific to an area of the world, dependent on perception and some relevant skill to see, and maybe in a form that requires extra processing over mined ore. This wouldn't take much away from the power of controlling a mine with random, tiny amounts of low quality metals, but it would give some of the less involved and solitary players a chance to get their hands on a little metal. Set the requirements to see and process metals found this way sufficiently high that people probably probably won't be getting enough to work with until they have been playing for a long time. Even when a player is able to gather and process it, the supply is unsure and poor quality.
I'm thinking that a single player collects what they see over the course of a couple of weeks to get enough for a bar. A settlement without a mine working together may be able to make a few bars, depending on how many of them can/do collect the metal, over the course of a week.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Leonard » Thu Mar 25, 2010 1:03 pm

Yes, thats a nice idea without actually having to implement more mines (the bog iron jorb mentioned?). But really, mines arent that uncommon, and if everyone owns his own personal pet mine everybody could play for themselves. That really isnt the point of an MMO.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Jackard » Thu Mar 25, 2010 3:40 pm

Leonard wrote:Yes, thats a nice idea without actually having to implement more mines (the bog iron jorb mentioned?). But really, mines arent that uncommon, and if everyone owns his own personal pet mine everybody could play for themselves. That really isnt the point of an MMO.

Exactly. The game really doesn't need more incentives for hermiting.
“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: Game Development: Removed Grievous Damage From Ants

Postby Pansy » Thu Mar 25, 2010 6:59 pm

I just chopped fifteen trees down so that I would burn some stamina so that I could eat.

I can now eat three bunches of grapes.
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Re: Game Development: Removed Grievous Damage From Ants

Postby sabinati » Thu Mar 25, 2010 7:19 pm

chopping trees isn't a very efficient way to burn stamina jsyk
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