Village Claiming Ressource Nodes

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

Re: Village Claiming Ressource Nodes

Postby APXEOLOG » Sun Mar 20, 2016 1:55 am

mietzi94 wrote:It just doesnt seem fair to hermits / people who recently started playing.

Why would new player / hermit want that node? Most of them are only for a big villages. Some of them can boost them a bit, but they will even not be able to maximize it's profit. So it would be like Ice used for 15k study or salt eaten at 100% fep bonus.

I think you overestimate this resources. Only salt is good, but you need a lot of nice food to use it properly and hermits/news don't have it.
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Re: Village Claiming Ressource Nodes

Postby VDZ » Sun Mar 20, 2016 3:08 am

APXEOLOG wrote:I think you overestimate this resources. Only salt is good, but you need a lot of nice food to use it properly and hermits/news don't have it.


Varies per hermit. I'm constantly at 300% and eating sausages, cakes and so on. I don't grind stats like crazy as a village would, but it's still plenty useful to me.
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Re: Village Claiming Ressource Nodes

Postby wolf1000wolf » Sun Mar 20, 2016 3:09 am

molenga wrote:
mietzi94 wrote:In my opinion it should not be possible to v claim ressources like Salt / Crystals / Clay etc. They should stay unclaimable no matter what.

Its way harder to v claim for hermits than for big villages. who have the ressources curios etc to make unlimited v claims.

Free Ressources!

Easiest solution would be to make resources stop spawning when covered by a claim, that would make it impossible for them to claim it.

Sure, they could build a wall, but so can hermits. The point is that they should not be covered by a claim and should not make people leave scents when collecting them.


I like the idea of having the resources not spawn when covered by a claim. People can declaim their current ones if needed.
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Re: Village Claiming Ressource Nodes

Postby boreial » Sun Mar 20, 2016 4:32 am

personally I am of the opinion that these new resources are just NOT needed at all, it is also my opinion that all resources should be base quality across the board, and only increased though hard work, such as soil needing compost added to it to increase it's stats, or water being purified through a filter system perhaps using sand, clay improved by adding straw and purified water, there are many ways to improve each natural resource, even mining can be affected skills/knowledge.
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Re: Village Claiming Ressource Nodes

Postby APXEOLOG » Sun Mar 20, 2016 10:00 am

VDZ wrote:Varies per hermit. I'm constantly at 300% and eating sausages, cakes and so on. I don't grind stats like crazy as a village would, but it's still plenty useful to me.

Then you are not a hermit in my eyes
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Re: Village Claiming Ressource Nodes

Postby Delamore » Sun Mar 20, 2016 10:08 am

APXEOLOG wrote:
VDZ wrote:Varies per hermit. I'm constantly at 300% and eating sausages, cakes and so on. I don't grind stats like crazy as a village would, but it's still plenty useful to me.

Then you are not a hermit in my eyes

How do you define hermit, if not as a solo player?
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Re: Village Claiming Ressource Nodes

Postby Amanda44 » Sun Mar 20, 2016 11:06 am

APXEOLOG wrote:
VDZ wrote:Varies per hermit. I'm constantly at 300% and eating sausages, cakes and so on. I don't grind stats like crazy as a village would, but it's still plenty useful to me.

Then you are not a hermit in my eyes

Understanding game mechanics and using them to your best advantage as a single player does not suddenly turn you into a competitive faction! Hermits want to progress just the same as any other player and as for claiming nodes/special resources, ofc, we want something valuable to be able to trade with ... not that my brimstone is anything other than a total waste of lp, but I wasn't to know that at the time.

On the topic, I dislike the special resources simply because they have limited my game play, there are plenty of unclaimed ones but good luck getting anything from the useful ones, the only ones that ever seem to produce a resource that isn't immediately snapped up by those monitoring them are the heart trees and the clay pits, I'm unable to build a charter stone and one piece of blue clay every x amount of days is hardly exciting or useful.
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Postby APXEOLOG » Sun Mar 20, 2016 3:09 pm

Amanda44 wrote:
APXEOLOG wrote:
VDZ wrote:Varies per hermit. I'm constantly at 300% and eating sausages, cakes and so on. I don't grind stats like crazy as a village would, but it's still plenty useful to me.

Then you are not a hermit in my eyes

Understanding game mechanics and using them to your best advantage as a single player does not suddenly turn you into a competitive faction! Hermits want to progress just the same as any other player and as for claiming nodes/special resources, ofc, we want something valuable to be able to trade with ... not that my brimstone is anything other than a total waste of lp, but I wasn't to know that at the time.

Do you need 25 players to claim a resource node? No, you need 1
This game has no strict collaboration requirements. You can do everything while playing solo. Depending on how much time can you spend on the game you can have no difference from what you call 'competitive faction' (and there are such examples in HnH, for example Badich). If player have enough expirience to create proper logistics, production line, supplies and maintain it on the same level as less-expirienced '20-players-village' i don't see how you will call him a 'hermit' even if he technically plays solo

As for me grades are simple (this is a grade for players who play solo):
  • New player - few weeks game expirience, just exploring mechanics. Have a small claimed land with branch fence and his second production building is an oven (right after the kiln of course)
  • A hermit - 1/2 months game expirience, he already tried farming, metal production. Have a small palisade with all those default productions. Can end up the world with a village claim (in legacy, now not needed) and brickwall, but usually not
  • Expirienced player - deep enough understanding of game mechanics to succesfully play solo. Village with the size of vclaim zone (minimap), palisade -> brickwall (not needed with curent siege), steel/silk production, some Q resource nodes
  • No life oldfag - this basically have no limits. can handle 2*2 minimap village solo with active use of multiple accounts. middle-top tier Q production (depends on successfull top-tier clay/soil/water trade in legacy, for now you just need vandal actually). cows/pigs/horses, crops, trees, metals etc
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Postby Amanda44 » Sun Mar 20, 2016 3:37 pm

APXEOLOG wrote:
Amanda44 wrote:
APXEOLOG wrote:Then you are not a hermit in my eyes

Understanding game mechanics and using them to your best advantage as a single player does not suddenly turn you into a competitive faction! Hermits want to progress just the same as any other player and as for claiming nodes/special resources, ofc, we want something valuable to be able to trade with ... not that my brimstone is anything other than a total waste of lp, but I wasn't to know that at the time.

Do you need 25 players to claim a resource node? No, you need 1
This game has no strict collaboration requirements. You can do everything while playing solo. Depending on how much time can you spend on the game you can have no difference from what you call 'competitive faction' (and there are such examples in HnH, for example Badich). If player have enough expirience to create proper logistics, production line, supplies and maintain it on the same level as less-expirienced '20-players-village' i don't see how you will call him a 'hermit' even if he technically plays solo

As for me grades are simple (this is a grade for players who play solo):
  • New player - few weeks game expirience, just exploring mechanics. Have a small claimed land with branch fence and his second production building is an oven (right after the kiln of course)
  • A hermit - 1/2 months game expirience, he already tried farming, metal production. Have a small palisade with all those default productions. Can end up the world with a village claim (in legacy, now not needed) and brickwall, but usually not
  • Expirienced player - deep enough understanding of game mechanics to succesfully play solo. Village with the size of vclaim zone (minimap), palisade -> brickwall (not needed with curent siege), steel/silk production, some Q resource nodes
  • No life oldfag - this basically have no limits. can handle 2*2 minimap village solo with active use of multiple accounts. middle-top tier Q production (depends on successfull top-tier clay/soil/water trade in legacy, for now you just need vandal actually). cows/pigs/horses, crops, trees, metals etc

Well, I can't really argue with your personal assessment of players, I range between what you would call a hermit, an experienced player and more so in legacy a no life oldfag - (having had all of those requirements in both W6 and W7, though I did have a life, lol.) depending on time and interest at any given time but I class myself a hermit still on the basis that I play alone. One can progress much faster, with greater success on q production and ultimately defend what is theirs/take from others being a competitive faction whilst a competitive hermit will always face some amount of limitations in comparison.
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Re: Village Claiming Ressource Nodes

Postby LadyV » Sun Mar 20, 2016 10:46 pm

I suggested it before why not just have civilization affect special nodes. structures, walls, farming...within a certain range not only lowers spawn rate but quality of items. This makes it so natural wonders must be left free in order to produce and produce well.
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