Disassemble instead of Destroy?

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Alicia
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Disassemble instead of Destroy?

Post by Alicia »

When I first began this game, alone in the wilderness, resources being stripped from the land and therefore hard to get (no branches from many players) I thought that it would be neat to be able to disassemble something that you have constructed (like a chair or a wicker basket) and receive the items you made to make that object, so as to reuse them.
I don't know what items this should work for and and which not, and what to do about disassembling to reverse decaying, (possibly getting lesser quality branches/blocks/boards/clay? and the decay would transfer to whatever you made the next item with. Maybe "disassemble" would be a skill? How much would it cost?
Disassemble would not replace destroy, if you are a player with no need to resuse items and just want to delete something and get rid of it, you would use destroy.
And what about buildings? Maybe you could "disassemble" and turn the building back into a construction sign, and take the plethora of items back into your inventory one by one by the same construction pop up. It would be a long and strenuous process to get the 200+ items back, but hey, its better than just destroying all that work and items you put into making them.
Again, about decaying for wooden houses and such, perhaps get back lesser quality resources that will turn into constructions that are already decayed, or have lesser quality.

EDIT:
I notice while playing the game that when you buy skills, more skills unlock that are related. Like carpentry>lumberjacking>boatmaking>otherthings. So, maybe there shall be several layers of the skill Disassemble, such as the first one being able to disassemble simple things like wicker baskets/birch baskets, for 200 LP. Then the next layer would be simple furniture for 400 or so and the next layer would be simple clay things for 600 and so on to advanced structures costing an advanced amount of LP.
OvShit
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Re: Disassemble instead of Destroy?

Post by OvShit »

Nice idea.
But few layers of skill make no sense IMHO. Devs`d better do it so if player has a carpentry, he can disassemble items that require that skill to build - and same with all other objects.
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Jackard
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Re: Disassemble instead of Destroy?

Post by Jackard »

"salvage" would be a better word
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aso11
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Re: Disassemble instead of Destroy?

Post by aso11 »

While I have to admit that this post is way better, I've already suggested this. Please kindly use the search function
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Jackard
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Re: Disassemble instead of Destroy?

Post by Jackard »

Alicia wrote:I notice while playing the game that when you buy skills, more skills unlock that are related. Like carpentry>lumberjacking>boatmaking>otherthings. So, maybe there shall be several layers of the skill Disassemble, such as the first one being able to disassemble simple things like wicker baskets/birch baskets, for 200 LP. Then the next layer would be simple furniture for 400 or so and the next layer would be simple clay things for 600 and so on to advanced structures costing an advanced amount of LP.
easier - Repair ability only works on things you know how to make in the first place. Salvage could be the same way.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
OvShit
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Re: Disassemble instead of Destroy?

Post by OvShit »

Jackard wrote:
Alicia wrote:I notice while playing the game that when you buy skills, more skills unlock that are related. Like carpentry>lumberjacking>boatmaking>otherthings. So, maybe there shall be several layers of the skill Disassemble, such as the first one being able to disassemble simple things like wicker baskets/birch baskets, for 200 LP. Then the next layer would be simple furniture for 400 or so and the next layer would be simple clay things for 600 and so on to advanced structures costing an advanced amount of LP.
easier - Repair ability only works on things you know how to make in the first place. Salvage could be the same way.
That`s actually what I wrote before in the topic.
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loftar
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Re: Disassemble instead of Destroy?

Post by loftar »

While I can see why people would like such a function, there are a couple of problems with it:
  • It's hard to implement, because there's no generic way to tell what materials are required to build a certain object. Palisade/fence/brickwall cornerposts, for instance, are obviously buildable in two separate ways.
  • From a realism standpoint, it is often unreasonable to expect that used materials could be reused to build something else. Though it isn't always the case, I wouldn't want to have to specify it individually for every little thing. Reparation is bad enough as it is, code-wise.
  • Even if I could determine the materials generically required for a certain object, it would be completely unreasonable to save the quality of every item that went into it, and not doing so would require quality mixing, which can probably be exploited.
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Noss
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Re: Disassemble instead of Destroy?

Post by Noss »

Used stuff is awlays q9? You get back only part of the stuff it is made out of? So if you take apart a mansion you get no straw, lots of stones, several nuggets, and some boards, all q9? This is becuase when you salvage stuff some of it gets broken and is weaker from having nail holes and stuff.
Gromit
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Re: Disassemble instead of Destroy?

Post by Gromit »

how about with w/e you want to dis-assemble you get quater of your shit back at Q10? a signpost appears in replacement of the dis-embled items with your quater stuff
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sabinati
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Re: Disassemble instead of Destroy?

Post by sabinati »

loftar wrote:While I can see why people would like such a function, there are a couple of problems with it:
  • It's hard to implement, because there's no generic way to tell what materials are required to build a certain object. Palisade/fence/brickwall cornerposts, for instance, are obviously buildable in two separate ways.
  • From a realism standpoint, it is often unreasonable to expect that used materials could be reused to build something else. Though it isn't always the case, I wouldn't want to have to specify it individually for every little thing. Reparation is bad enough as it is, code-wise.
  • Even if I could determine the materials generically required for a certain object, it would be completely unreasonable to save the quality of every item that went into it, and not doing so would require quality mixing, which can probably be exploited.
  • ?????
  • well, there aren't that many buildable items... what items do you suppose you wouldn't be able to salvage some material from? i'd argue that some materials could not be re-used (clay and straw, for example). obviously some materials would be more salvageable than others, so some might return 1% of the amount used to build it, and some might return as high as 50%.
  • i think quality mixing combined with a quality penalty shouldn't be a problem. most people just want repair material or container material, i'd assume.

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