The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Kaios » Wed Jan 14, 2015 4:15 pm

strpk0 wrote:What is it that you're not certain about? I'm open for discussion :D


Well, it is my hope that Jorb and Loftar do intend to implement mechanics in such a fashion that repetitive activities are less of an issue.

However, even if this does happen I have a feeling there would still likely be several instances in which you will be repeating actions (such as mining) regularly and I'm not sure if this would have an adverse effect on those activities or it would just force you to change things up occasionally.

And also, what constitutes being "active" exactly? If I am just running or boating around searching for curiosities or hunting, is my character gaining awareness or is it only when for example I actually click on a curiosity and pick it up would my awareness percentage increase? Or if I'm running/boating around, I'm technically active but if I'm not performing any actual actions, is it rising, draining, or standing still?
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Re: The Ghost of Christmas Future, II

Postby strpk0 » Wed Jan 14, 2015 4:36 pm

My idea is for the server to keep track of what activities you perform (basically anything that causes a hourglass to pop up), and categorize them depending on their nature.

So, for example, if you pick up 90 ladys mantles and 5 bluebells, these would be logged by the server as "swampCuriositiesForaged" and would be equal to 95. Then the server could weigh that number against the other activities you have performed, say "cropsHarvested = 40", "itemsCrafted = 20". If the ratio between any of these activities grow too large (and I'm thinking something big like 10:1, but it could of course vary depending on the type of activity), then it would start draining your awareness more and more as the ratio grows larger.

Also, to prevent any activity log from stacking up too high and resulting in a permanent low amount of awareness (if for example you went on a 24 hour swamp foraging spree and bored your character to 0% awareness), there could be a cap of how long the activities are kept logged. Also perhaps, some other activities could help to make your character "rest" from having done these repetitive activities (maybe drinking tea, eating food, sleeping in a bed, drinking wine and getting drunk) would allow your character to "forget" some of those logged activities, and allow you to easily regain awareness again.

Wow, this is sounding a lot like an idea for the "happiness" bar. Maybe this would give it purpose now? :D
Last edited by strpk0 on Wed Jan 14, 2015 4:46 pm, edited 1 time in total.
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Re: The Ghost of Christmas Future, II

Postby DeadlyPencil » Wed Jan 14, 2015 4:41 pm

What about having special study slots (like a seperated study row) where certain types of curios are autostudied when you find them.

So for example these types of curios are special in that you cant just see them by boating around or craft them and they are tied to an activity. You would need to add more of them to the game though to cover more activities.
Spider webs
itsy bitsy spider
wonderous woodshavings
perfect hole
Shells
beatroot
fisheyes
dark heart etc
*most of these have crap exp but they could be rebalanced

the other study slots would act as normal. if you are already studying one of those curios and you got a better one, it would just replace the worst one in your special study slots or refresh/replace a curio of the same type. This would make so that you need to actually do things on your character.
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Wed Jan 14, 2015 5:11 pm

Just get rid of the ridiculous infinite power growth, problem solved.
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Re: The Ghost of Christmas Future, II

Postby Xcom » Wed Jan 14, 2015 5:24 pm

Potjeh wrote:Just get rid of the ridiculous infinite power growth, problem solved.

What would happen if you hit the cap then? How long till you realized that you can't progress and have nothing meaningful to do?
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Wed Jan 14, 2015 5:29 pm

I don't mind infinitely raising the numbers themselves, it's just their effects.

And a game where the only meaningful thing to do is raising numbers is a bad game. I don't think this is the case in H&H, though.
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Re: The Ghost of Christmas Future, II

Postby Jackard » Wed Jan 14, 2015 5:30 pm

Xcom wrote:
Potjeh wrote:Just get rid of the ridiculous infinite power growth, problem solved.

What would happen if you hit the cap then? How long till you realized that you can't progress and have nothing meaningful to do?

Do you believe advancement ends with the individual?
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Re: The Ghost of Christmas Future, II

Postby Xcom » Wed Jan 14, 2015 5:33 pm

Cause its a huge part of the limited endgame content this game currently provides. Remove even that and you get even less end game in it.
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Re: The Ghost of Christmas Future, II

Postby Felkin » Wed Jan 14, 2015 6:57 pm

Infinite power growth is one of the key elements of the game that sets it apart. Whenever I'm trying to "sell" the game to someone, the first thing I say is that the game has an infinitely progressing quality system.
It's an awesome, core system of the game, if jorbtar ever even seriously considered removing it, I'd lose all fate in game development.
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Re: The Ghost of Christmas Future, II

Postby Avu » Wed Jan 14, 2015 8:04 pm

Look you can't have caps and allow alts at the same time. Those two things feed of each other. No caps high chars really matter nobody bothers with alts but potjeh cries he can't compete which is true. Put caps or limits or only eat 10 cakes a day then wait until you get hungry anything and people will just make 10 alts instead of eating their usual 100 cakes and potjeh will still not be able to compete with the russians but at least he'll think he does because his one char has technically a chance but of course when the enemy alt number 1 dies they still have 9 to back it up. Will this no hearthspawning thing help with it? Well it will make sure only the powergamers will bother with alts but let's make no mistake as long as the advantage is huge they will do it.

I cant stress this enough go play salem and see what a game with caps and time limit does to your enjoyment. Doing any activity that ends up in food or curios? Pointless after little while unless you make alts. And if you hate making alts you log for a couple of hours farm your fields purely to raise quality since you throw away 90% of the produce anyway kill a deer and then what build more braziers I guess. And infrastructure activities? Either gated by a week of waiting or gated by horrible grind lard for walls go fry 100k deer and fish to get a few more tiles in.

And boy do I hate having to make combat alts.
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