Lowering cost of yeomanry?

Thoughts on the further development of Haven & Hearth? Feel free to opine!
thedownwardcult
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Joined: Sun Feb 13, 2011 9:51 pm

Lowering cost of yeomanry?

Post by thedownwardcult »

I don't suggest this a noob way, but I will admit I am having difficulties with the new curiosity system. Whether I like it or not, I have to deal with the system. However, I find it incredibly hard to advance, as every time I seem to get some things and make new crafts to gain further lp in gaining a new item, someone just robs my stuff because I haven't been able to advance quickly due to horrible luck with the number gods in having curiosities or needed items for them spawn. So, would it be a considerable option to lower the lp cost of yeomanry? I know many other people have/were having similiar issue. While I understand someone's going to call me a noob or make some other non-productive comment on this, I just figured I'd offer the idea since that is the nature of this thread...take it or leave it. But I feel that it's hard for me to advance when I have other skill sets and such that I need to be able to make the curiosities and gain the lp to I would need to achieve the lp for yeomanry efficiently, and in the meantime, it's impossible to do that when anything I need to dry, or anything I can't fit in my inventory, gets stolen because I have to go to class or somewhere and understandably can't stay on the game 24/7. Lowering the cost of yeomanry would make it significanlty easier to obtain yes and I understand the point of the game is to achieve such things, but it is hard to achieve anything currently.

If your reply is deal with it and just go straight for yeo, fine. That is what I am currently doing, so save the post. I'm just offering a what I consider a possible alternative to helpout the new system (if this were the old system with a new char, I'd be way past yeo right now, so it is not a lack of effort or lack of knowledge that is creating the issue of yeo I am having).

Thank you for consideration and any constructive posts that follows.
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TeckXKnight
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Re: Lowering cost of yeomanry?

Post by TeckXKnight »

Is asking for a concise idea too much? That is a convoluted block of useless text you've got there. Anyway, your reason right now is that, essentially, yeomanry is too hard to get and essential for everything. While I whole heartedly disagree (If anything, yeomanry is way too cheap), can you at least explain why with some actual ideas and reasons?
Tamalak
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Re: Lowering cost of yeomanry?

Post by Tamalak »

Starting is a lot rougher now than it will be in the future. When I was a noob in world 4, I didn't bother with Yeomanry for a couple weeks because we were barely ever stolen from - most of our neighbors were too advanced for our primitive treasures to be worthwhile. But right now, a lot of people are on that primitive level so it's kind of a grabfest.

So no I don't think Yeo needs to be cheaper. It's just world birthing pains.
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sabinati
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Re: Lowering cost of yeomanry?

Post by sabinati »

put your best stuff in your inventory, 2nd best stuff in a crate in your lean-to, and sleep in a bough bed in the lean to when you log out. the lean-to has the same protection from theft as a claim if you are sleeping in it. use better curios.
Kelris
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Joined: Tue Jan 25, 2011 9:33 am

Re: Lowering cost of yeomanry?

Post by Kelris »

also to prevent theft, dont live on land visible from the water, at least 2 minimaps in and you should be safe.
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cobaltjones
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Re: Lowering cost of yeomanry?

Post by cobaltjones »

Yeomanry is supposed to be a large achievement in game terms. You shouldn't be able to get it after only a couple hours of playing.
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Lahrmid
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Re: Lowering cost of yeomanry?

Post by Lahrmid »

cobaltjones wrote:Yeomanry is supposed to be a large achievement in game terms. You shouldn't be able to get it after only a couple hours of playing.
lolwut
dra6o0n
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Re: Lowering cost of yeomanry?

Post by dra6o0n »

cobaltjones wrote:Yeomanry is supposed to be a large achievement in game terms. You shouldn't be able to get it after only a couple hours of playing.
If that were true, the devs would put "skill timers" on skills to prevent every new player from botting the hell out of the system and learning everything right off the bat.
Which would probably be another topic.

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