Idea - Beekeeping

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Idea - Beekeeping

Postby bojackson » Sat Oct 03, 2015 12:44 pm

I like the idea too, Dwarf fortress had something like this where you had to domesticate (right term I hope) wild bees.
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Re: Idea - Beekeeping

Postby dageir » Sun Nov 15, 2015 11:02 am

Lunarius_Haberdash wrote:It doesn't 'add nothing', it adds the ability to improve your beehives, to generate new honeys with new FEP's, to accelerate the growth of trees... Did you even read it all? That last alone should be enough to consider it worth while, considering the value of high Q wood in both legacy and the new system.


Hey, Lunarius, are you a beekeeper IRL? You seem to have more than average knowledge about bees?
Love your suggestion by the way. I will most likely take up beekeeping the coming spring.
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Re: Idea - Beekeeping

Postby Sevenless » Sun Nov 15, 2015 4:03 pm

Sever wrote:The Forestry mod for Minecraft made me develop a deep-seated and well-deserved thermonuclear hatred for bees and their bullshit.

FUCK BEES.

I am not interested in babysitting stinging bastard shits. May they forever sort their own operations as nature intended.


And then there's me. I had a thermogenerator setup that took my friend weeks to outproduce energy wise, setup took me a couple days. Good old lava bees.
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Re: Idea - Beekeeping

Postby Jackwolf » Sun Nov 15, 2015 9:21 pm

I dislike this idea because of how it nerfs the current system of beekeeping, which is pretty simplistic and ideal for casual players.

The other half of the idea is fantastic - for those who have the time to commit to it. I'd like to see this as _further_ development into Beekeeping, and not a complete revamp. If the system is entirely redone then it pushes hermits and casuals away from it, as they have other things they need to do as well.

We should want to add systems that add to the fun of the game, not detract from it initially.
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Re: Idea - Beekeeping

Postby Lunarius_Haberdash » Sun Nov 15, 2015 10:13 pm

See, I agree with you on the Jack, I think systems SHOULD add to the fun of the game by extending the longevity of the present systems. When things get too far out of whack with the current balance, it starts putting some serious "Why is this worth it" feels to the higher levels of achievement.


Without outside interference, the climb from start to 'competitive' should be at least two years, if this game intends to maintain a longstanding world.

Then again, we need more meaningful goals than 'Quality Grind'. But the most meaningful of those will be achieved through the social puzzle, rather than game mechanics. (Hence my partial opposal to 'mechanickizing' Kingdoms. Those should be the results of treaties and politicking, along with some expanded permission options... Not a blanket set of game rules.)
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