Industry Chars Disadvantaged

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Peter
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Re: Industry Chars Disadvantaged

Post by Peter »

I say this as a full nature farmer, and that is that mining should take less stamina, produce substantially more ore per square, and as a part of this balance, take far longer and require some measure of respect to structural integrity.
Surprise.
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theTrav
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Re: Industry Chars Disadvantaged

Post by theTrav »

Are you crafting things from that metal with your industry player? If you included flour and dough making LP in your farmer and not sword, axe and armor crafting from your industry player then that'd make the LP disparity seem a lot larger.

I personally haven't found the industry options particularly fascinating. There's potential in mining and metalwork, but it needs a lot of dev work before it becomes properly interesting.

Balancing against that as people have said, is the fact that even with the advent of silk, just about all the top level gear is completely steel dependent, so you get material wealth in replacement for your LP.

Once again however, I'd like to point out that amassing the most LP shouldn't really be your main goal in playing, that sort of mentality will probably lead you to disappointment.
marasamune
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Re: Industry Chars Disadvantaged

Post by marasamune »

I have absolutely no LP problems at full industry, I don't have problems making charcoal, growing trees or planting crops either. That, and making a steel breastplate is an embarrassing amount of LP gain. I have no problem making cheese either. Just about the only thing I can't do with reliable success is make silk, so I don't. I'm pretty happy with how industry works, to be honest.
DarkSage
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Re: Industry Chars Disadvantaged

Post by DarkSage »

Doesn't nature set you back in your tradition/change slider so you get less LP anyway?
Rift
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Re: Industry Chars Disadvantaged

Post by Rift »

nope.. every change to your beliefs makes you go towards full change. Only by using a belief point and hitting "tradition" does it go the other way.
kobnach
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Re: Industry Chars Disadvantaged

Post by kobnach »

theTrav wrote:Are you crafting things from that metal with your industry player? If you included flour and dough making LP in your farmer and not sword, axe and armor crafting from your industry player then that'd make the LP disparity seem a lot larger.

I personally haven't found the industry options particularly fascinating. There's potential in mining and metalwork, but it needs a lot of dev work before it becomes properly interesting.

Balancing against that as people have said, is the fact that even with the advent of silk, just about all the top level gear is completely steel dependent, so you get material wealth in replacement for your LP.

Once again however, I'd like to point out that amassing the most LP shouldn't really be your main goal in playing, that sort of mentality will probably lead you to disappointment.
What I'm finding is that after a certain point, we don't need more metal, or more metal objects. I've traded some, but the truth is it's hard to find people to trade with. Maybe that wouldn't be true if I'd gone to one of the bigger villages - but even then the only "consumable" metal is the metal used to repair cauldrons - if you leave them outdoors - and the need to regularly replace people's armor. I was busy for a while when the village was being set up.

I also agree that mining is boring. Fortunately it goes pretty fast, as our farmers keep me well supplied with tea.

Goals is another story, and deserves its own thread.
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sabinati
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Re: Industry Chars Disadvantaged

Post by sabinati »

i'll trade you some beer or wine for some metal
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KoE
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Re: Industry Chars Disadvantaged

Post by KoE »

marasamune wrote:I have absolutely no LP problems at full industry, I don't have problems making charcoal, growing trees or planting crops either. That, and making a steel breastplate is an embarrassing amount of LP gain. I have no problem making cheese either. Just about the only thing I can't do with reliable success is make silk, so I don't. I'm pretty happy with how industry works, to be honest.
This is actually pretty close to how I feel, too. I do well enough in my own sekrit forest lair to supply myself with everything but a significant stream of wheat flour, and that's because I secretly hate harvesting lots of crops. Cheese, wine, even beer, are all only fairly minimally impacted by being full industry. The only thing I can't do is silk, which is basically the new steel in terms of not having a lot of worth after making the few items with it. They don't even degrade!

I do agree that industry could use a little more variability - though being able to borrow pretty much 80%* of nature's stuff a little to substantially less efficiently is a fair enough compromise. Hopefully industry'll be a little more useful when crafting becomes more than just a recipe for a static item, but that's way down the line I imagine.

*percentage pulled from ass
marasamune
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Re: Industry Chars Disadvantaged

Post by marasamune »

Maybe if nature players could make some sort of salve from herbs that healed HHP far faster than a bandage, the ability to forage small amounts of food from forest tiles, but in exchange, industry players get to make rifles.

...yes. Make them do a bit more damage than a bow, with a slower firing rate (muzzle-loader type of thing). We'd have a steady income of LP from making bullets and could easily trade them with nature people for salve.
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sabinati
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Re: Industry Chars Disadvantaged

Post by sabinati »

i'd rather have arrows with metal tips that do more damage than the bone or stone arrows

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