-
Krusac
- Posts: 13
- Joined: Sat May 24, 2014 10:04 pm
Re: Suggestions for Hafen (Haven and Hearth 2)
Sorry for posting so frequently, but ideas are just sprouting this way - adding some kind of wagons we can live and sleep in would be nice as well, also mobile tents, which we can pack up and put into our inventory, like yurts. How about tamable foxes which we can use as hunting hounds to help us with getting food?
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Suggestions for Hafen (Haven and Hearth 2)
The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
Fostik
- Posts: 2518
- Joined: Tue Jul 05, 2011 4:08 pm
- Location: EU
Re: Suggestions for Hafen (Haven and Hearth 2)
Why just dont save metal type as one of parameters for this item?loftar wrote:The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
-
epicless
- Posts: 216
- Joined: Sat Jun 06, 2015 12:11 pm
- Location: Here, there and everywhere.
Re: Suggestions for Hafen (Haven and Hearth 2)
Alternatively, why not recycle metal items and objects into "scrap metal" instead? A simple item that can substitute for metal nuggets, but only for specific basic items.loftar wrote:The greatest problem with recycling metal is how to know what kind of metal to recycle back to, particularly for things that can be made of several different metal types, and also regarding the quality of the specific ingredient. I have to say I am moderately excited by the idea of every item having to save what it was crafted from. Not that the possibility should be entirely discounted, I guess, but I'm wary about it, for sure.
Haven and Hearth News, Tutorials and the Stories of My Humble Journey
Epicless' Blog | Epicless' Youtube Channel
Epicless' Blog | Epicless' Youtube Channel
-
simimi
- Posts: 447
- Joined: Mon Mar 14, 2011 10:51 pm
Re: Suggestions for Hafen (Haven and Hearth 2)
The screen were you chose your skills could be a skil tree instead of a list to show what you could unlock.
-
Altich
- Posts: 76
- Joined: Sat Jun 13, 2015 5:10 am
Re: Suggestions for Hafen (Haven and Hearth 2)
I was reading this viewtopic.php?f=5&t=38273 thread and, although I don't agree with it, it gave me an idea:
Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
The most important benefits in my opinion are:
-Reducing (a bit) the ability to maintain an army of alts. But mainly:
-Titans will eventually reach a point where it will be hard to increase their stats much more. That makes them not entirely unreachable by new players or players that lost their main character.
Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
The most important benefits in my opinion are:
-Reducing (a bit) the ability to maintain an army of alts. But mainly:
-Titans will eventually reach a point where it will be hard to increase their stats much more. That makes them not entirely unreachable by new players or players that lost their main character.
-
mvgulik
- Posts: 4094
- Joined: Fri May 21, 2010 2:29 am
Re: Suggestions for Hafen (Haven and Hearth 2)
Downside: Its a (strong) automation incentive.Altich wrote:Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
-
Altich
- Posts: 76
- Joined: Sat Jun 13, 2015 5:10 am
Re: Suggestions for Hafen (Haven and Hearth 2)
Can you explain what you mean?mvgulik wrote:Downside: Its a (strong) automation incentive.Altich wrote:Make all hearthlings lose a percentage (around 1%) of their total attributes and skills each day.
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Suggestions for Hafen (Haven and Hearth 2)
We've wanted to several times, but we can't really find a reasonable way to lay it out graphically. It is, by the way, not a tree but more generally a non-cyclical graph.simimi wrote:The screen were you chose your skills could be a skil tree instead of a list to show what you could unlock.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
mvgulik
- Posts: 4094
- Joined: Fri May 21, 2010 2:29 am
Re: Suggestions for Hafen (Haven and Hearth 2)
A daily decay on character attributes and skills guarantees that those that have a efficient LP generation system will be able to always maintain better hearthlings than those that don't.Altich wrote:Can you explain what you mean?
Or, from a different perspective, it penalizes not being online, to feed your hearthling the needed Curios & LP's, to keep them leveled up. And that probably also lowers the incentive for general casual players to stick around.
Why did you pick 1% ? .. Instead of, for example, 5% or 0.5%.