Game Development: Inventories.

Announcements about major changes in Haven & Hearth.

Re: Game Development: Inventories.

Postby niltrias » Tue Nov 24, 2009 8:46 am

jorb wrote:Key ring, flour sack, phial of ethereal holding, snuff box and purse are all drawn and ready, but loftar is tired. ;)


Any guesses what the phial does? Im guessing it holds scents...
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Re: Game Development: Inventories.

Postby warrri » Tue Nov 24, 2009 9:10 am

Cain wrote:
Avu wrote:Shift planting doesn't work with the bags and even if it did you still have to actually sort all the seeds across all the bags so the game will plant what you want (the random seed quality from the same square is actually the tedium creator here). Scythes just decrease a small part of the time you spend farming. The largest part is and will remain the seed and container management. The harvest cursor is nice I give you that but again that doesn't solve the biggest problem of farming.

P.S. Autosort and move all drop all buttons would help farmers 100 times more than useless tiny bags. New content is always appreciated but sometimes that has to take a backseat and work on the interface even though it's boring.


Scythes and shift planting are both amazingly useful for farming in bulk. If they put in auto-sort and drop all ect what does the player even have to do? If you don't like messing around with sorting out nice seeds.... don't be a farmer! It's also unnecessary to sort out the Q of seeds if you are harvesting the crop to use, as the Q change is very minimal. If you're trying to develop High Q seeds to improve the Q of your fields, then it deserves a little bit of time and care.

Actually if you never sort the seeds the field will get q1 over time, no matter where you start at.
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Re: Game Development: Inventories.

Postby Zelacks » Tue Nov 24, 2009 10:28 am

UnsubRedun wrote:Holy shit. If your numbers are correct I'm going to have to actually do something with my ridiculous 15x15 wheat field.


Dont be decieved, he didnt mention one factor, time.

The time it takes to do all that, replant the seeds etc. you could have killed several bears, thus bears still have a higher reward.
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Re: Game Development: Inventories.

Postby firemage » Tue Nov 24, 2009 10:35 am

Including finding the bears in the first place?
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Re: Game Development: Inventories.

Postby Zelacks » Tue Nov 24, 2009 10:42 am

firemage wrote:Including finding the bears in the first place?


boats are a godsent, doesnt take long to find bears in a boat.
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Re: Game Development: Inventories.

Postby UnsubRedun » Tue Nov 24, 2009 11:11 am

What about time making arrows? If you've got low skill you're going to miss a lot, meaning more arrows are needed.
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Re: Game Development: Inventories.

Postby Zelacks » Tue Nov 24, 2009 11:17 am

UnsubRedun wrote:What about time making arrows? If you've got low skill you're going to miss a lot, meaning more arrows are needed.


Leave me alone :< If your gonna miss alot, then you shouldnt be bear hunting.
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Re: Game Development: Inventories.

Postby Avu » Tue Nov 24, 2009 12:28 pm

So you want to count the clicks you need to harvest replant grind and make bread from that field? And then compare it to the clicks needed to kill a bear? How about the fact that 60 marksmanship is pretty much a guaranteed hit on level 10 bears that cannot touch you from boats and that 60 farming is mediocre at best? You reduced the clicks needed for bear hunting and I applaud that not because I think bear hunting was balanced but because interface tedium kills the game no matter the area. Farming just suffers most from it due to the high quantity of items that need moving around and what did you do to help the micromanagemnt?. You added a new layer of inventory that is more trouble than it is worth.

I know I sound whiny and bitchy but do consider my points logically and from a game design and game play perspective. There is simply no reason not to have the interface improvements I recommended. Add a timer to the full transfer of items add a timer to the sorting mechanism so they are not instant if you somehow think that will break the game but why the double standards? If hunting can have an auto-attack button why cannot farming have at least some help, help that would benefit others domains as well.
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Re: Game Development: Inventories.

Postby Potjeh » Tue Nov 24, 2009 12:32 pm

Zelacks wrote:
firemage wrote:Including finding the bears in the first place?


boats are a godsent, doesnt take long to find bears in a boat.

Dunno, when boat hunting I find maybe one bear every 45 minutes. It takes like 20 minutes to harvest and process 64 tiles of wheat.
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Re: Game Development: Inventories.

Postby Seizure » Tue Nov 24, 2009 1:02 pm

Potjeh wrote:
Zelacks wrote:
firemage wrote:Including finding the bears in the first place?


boats are a godsent, doesnt take long to find bears in a boat.

Dunno, when boat hunting I find maybe one bear every 45 minutes. It takes like 20 minutes to harvest and process 64 tiles of wheat.


Count the clicks needed for farming this 64 tile farm.

64 clicks to harvest the seeds. 192 clicks to unload all the seeds. Then 64 clicks to pick up the wheat. 64 clicks to put it into a mansion.

THEN, 64 clicks to pick up the best seeds, and 64 shift + clicks to plant them. Then 128 clicks to pick up the rest of the seeds and one to grind them down.

Now, this count is not taking into account inventory size. You would normally have to stop and store your seeds several times for a field that size.

How many clicks, just to get a 64 tile wheat field processed? 641

Tell me, how many times do you click to get a bear?
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