Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby LadyV » Thu Aug 07, 2014 6:48 pm

Kaios wrote:I wonder, which part did you guys ignore? The part about diminishing returns on LP gained from repetitive actions or the part where crafting points =/= combat points? An issue with the previous system was that those repetitive actions largely went towards COMBAT because you only needed to raise CRAFTING so high.



I have not ignored anything. Your list belong sin C & I as it has diverted from the original discussion. But I shall answer. You should gain the LP for first discovery. This would give you a basic skill. This does not mean you are good at it. I would support a system where crafting things of your skill make you better with that item but I do not support general LP points I could then go spend on farming. I suggested before a system as such apprentice, yeoman, master... getting better at what you do is fine but only as long as it applies to what you do.
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Re: Haven 2.0: "Hafen"

Postby Kaios » Thu Aug 07, 2014 6:54 pm

LadyV wrote:I have not ignored anything. Your list belong sin C & I as it has diverted from the original discussion. But I shall answer. You should gain the LP for first discovery. This would give you a basic skill. This does not mean you are good at it. I would support a system where crafting things of your skill make you better with that item but I do not support general LP points I could then go spend on farming. I suggested before a system as such apprentice, yeoman, master... getting better at what you do is fine but only as long as it applies to what you do.


Uh, what I said was directed at Tonky and Grapefruit as they were the ones claiming it was a return to the bucket system which I had attempted to address in my post but I assumed they just glanced over that part.

I agree with your point, I too feel having a "General Pool" of points is also not a very logical system and I had intended to create this suggestion with that in mind at first. There was a thread I linked earlier where niltrias had made a suggestion similar to what you are saying, this one: http://www.havenandhearth.com/forum/viewtopic.php?f=17&t=199

I don't see how with some adjustment my system and that system couldn't be fused together as one like Gohan and Trunks.
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Re: Haven 2.0: "Hafen"

Postby Tonkyhonk » Thu Aug 07, 2014 6:58 pm

Kaios wrote:
Tonkyhonk wrote:its even more annoying when the poster himself doesnt read what he wrote.


I wonder, which part did you guys ignore? The part about diminishing returns on LP gained from repetitive actions or the part where crafting points =/= combat points? An issue with the previous system was that those repetitive actions largely went towards COMBAT because you only needed to raise CRAFTING so high.

which part did YOU ignore reading from your own post then, kaios?
its the same concept as inspirationals, you just make a rotation of items to craft which would be another bot-friendly feature to tire human hands instead; take a set of materials, craft, take another sets, craft, rinse and repeat.... and you all would feel punished for not doing this rotation crafting forever and call it a retarded grind after all. i dont think normal players can endure that. what is the difference if you call that "not repetitive" when what you do is basically the same but more clicking with different stuff? i would rather do in-game feature auto-craft for the same strawdolls for certain numbers i want to stock and move on to another.

its just the same thing really, kaios. current "grind" you find is not really "grind" for those who do it slow enough or take breaks time to time to keep the fun. but you all feel you "have to" grind to catch up with others, otherwise you feel you are punished for not doing it cause youll fall behind others, so you find this "burden" of grinding and complain. but what you are suggesting is just another form of grinding only taking a different form. just re-read what you wrote again, seriously. you are smarter than insisting it to be different if you actually read what you wrote.
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Re: Haven 2.0: "Hafen"

Postby Kaios » Thu Aug 07, 2014 7:03 pm

Tonkyhonk wrote:more useless drivel


I don't enjoy being mean to you Tonky, really I don't, but your posts are absolutely useless here. What is wrong with you? Are you not getting the point I have been trying to get across for several pages now?

Make my suggestion better, make someone else's suggestion better, make your own suggestion, or shut up.

All of the above options are acceptable.
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Re: Haven 2.0: "Hafen"

Postby Tonkyhonk » Thu Aug 07, 2014 7:10 pm

kaios, i still love you, but i just realized you arent as smart as i expected you to be. go ahead and try to be mean, no cure for retards.

you said criticizm is good, and you cant accept any negatives thown at you when you think devs should accept all the negatives you all throw at them and find the good parts out of those negatives. if what i pointed out is such a useless drivel, so are your posts here. why dont you try to consider what the flaw of your own suggestion is when it was pointed out? and why do i have to make my own suggestion when i feel devs dont need mediocre ideas?
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Re: Haven 2.0: "Hafen"

Postby GrapefruitV » Thu Aug 07, 2014 7:37 pm

Kaios wrote:I wonder, which part did you guys ignore? The part about diminishing returns on LP gained from repetitive actions or the part where crafting points =/= combat points? An issue with the previous system was that those repetitive actions largely went towards COMBAT because you only needed to raise CRAFTING so high.

I got the part about crafting and combat points, that's why I was talking only about crafting. Doesn't really matter how high you need your skill to be (and you need farming, sewing, carpentry and cooking to get pretty high, same was in w3), with suggested system the fastest way to get there will be to craft something cheap repeatedly. Lets say if you want to get a boat, you're gonna stay at the same spot to craft dozens or hundreds of fishing poles and clogs, which seems pretty close to bucket spam to me.
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Re: Haven 2.0: "Hafen"

Postby Kaios » Thu Aug 07, 2014 7:56 pm

Tonkyhonk wrote:kaios, i still love you, but i just realized you arent as smart as i expected you to be. go ahead and try to be mean, no cure for retards.

you said criticizm is good, and you cant accept any negatives thown at you when you think devs should accept all the negatives you all throw at them and find the good parts out of those negatives. if what i pointed out is such a useless drivel, so are your posts here. why dont you try to consider what the flaw of your own suggestion is when it was pointed out? and why do i have to make my own suggestion when i feel devs dont need mediocre ideas?


Tonky I read over your responses again and I fail to see where the useful criticism is actually contained so I must truly not be that smart then. Yes I understand the issue you guys see in returning to bucket methods but I'd much prefer you to help think of a solution rather than just pointing it out (thus useless drivel), I was aware of the possibility already and was thinking of ways to counteract this as made evident by the fact I mentioned diminishing returns.

A further portion to that solution would be to implement individual experience pools for each profession and perhaps move the diminishing returns to the type of item being created rather than the item itself. So for example, "clogs" and "fishing poles" would be considered some type of minor carpentry object and the points gained from creating those "minor carpentry objects" would lower for each item overall as you create them.

I don't understand your tangent about current "grind" is not really "grind" and I don't see what that has to do with my suggestion anyways considering I had mentioned this is not exactly a solution for grind. It is merely a step in the direction towards more emergent gameplay. Do you disagree that were we to keep the systems relatively similar to how they are now that this game does in fact require some more mid-game and late-game progression content? I feel it does and thus the purpose of my suggestion.

The system I am attempting to convey is one that allows for achieving further progression past the stages of early game that go beyond just raising your character stats or production qualities. In my opinion implementations like this will NEGATE the effect of grind rather than completely REMOVE it.
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Re: Haven 2.0: "Hafen"

Postby Jackard » Thu Aug 07, 2014 8:35 pm

This sure has been a lot of words that will ultimately have little effect on the development of Hafen.
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Re: Haven 2.0: "Hafen"

Postby Amanda44 » Thu Aug 07, 2014 9:01 pm

Jackard wrote:This sure has been a lot of words that will ultimately have little effect on the development of Hafen.

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Re: Haven 2.0: "Hafen"

Postby LadyV » Thu Aug 07, 2014 9:08 pm

Jackard wrote:This sure has been a lot of words that will ultimately have little effect on the development of Hafen.


Always directly to the point Jackard. :)
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