Salvaging

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

Salvaging

Postby jordancoles » Fri Jul 21, 2017 5:06 am

With permadeath removed the only real benefit of KOing people is the loot that they have on them at the time. This loot can pile up and it begins to lose meaning as the world progresses.

Every world I end up with multiple cupboards of gear pieces that do basically nothing other than serving as backup gear pieces for my alts or whatever... And that's where salvaging could come in.

It would be cool to have a new skill called salvaging which could have a skill-tree similar to the metalworking or treeplanting skills. The skill would be used to retrieve some of the original item's resources while destroying the base item in the process. Buying the more expensive skills in the skilltree would return better yields from the item you choose to rip apart, but the returns would never be equal or greater than the original item's cost.

Say that I have several bronze platebodies which I've collected over time. I would like to be able to salvage materials from those items by using either my smelter or my anvil to get bronze scraps. These scraps could be resmelted to make bronze bars which would then be turned into bronze steeds, or whatever.

Leather backpacks could return 3-4 pieces of leather, as another example.

Rather than sitting on relatively useless items, let us recycle them.
Last edited by jordancoles on Fri Jul 21, 2017 5:13 am, edited 1 time in total.
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Re: Salvaging

Postby Massa » Fri Jul 21, 2017 5:13 am

I think everyone likes this idea.

The highest tier of the skill tree should give a chance to yield gildings as well.

You can also sell it to nabs, though.
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Re: Salvaging

Postby jordancoles » Fri Jul 21, 2017 5:15 am

Massa wrote:You can also sell it to nabs, though.


This assumes there are nabs near you to sell them to, or that there's a player-run market somewhere. It also doesn't consider the fact that some items just might not ever sell even if you do have acess to those 2 things.

Rather than dumping these items into the river it would be cool to just be able to break them down into curios or whatever you'd like to have more.
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Re: Salvaging

Postby ekzarh » Fri Jul 21, 2017 8:15 am

I would be happier with return of permadeath instead :(
But since they are not mutually exclusive - why not.

But Jorbtar please, dont make it one more item in flower menu! For God's sake!
I would propose new structure like 'Disassembly table' + skill tree.

Question of 'how much' remains. My personal feeling is:
random percentage of materials between 15 and 50% is ok
Random quality of initial ingredients from 80 to 95%
If items have gildings - they are broken down in the same way
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Re: Salvaging

Postby boreial » Fri Jul 21, 2017 8:19 am

that's a plus 1 idea
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Re: Salvaging

Postby Granger » Fri Jul 21, 2017 8:54 am

Would make sense.
And after we have a sink for lower quality stuff they can add decay on use for items...
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Re: Salvaging

Postby aikidragon » Fri Jul 21, 2017 9:01 am

There should also be some wounds involved while doing this and possibly a bunch of curios (hangable on the wall) or some odd trinkets (gilds) that are rarely awarded upon disassembling a bunch of items.
+1 to all ideas so far.
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Re: Salvaging

Postby NOOBY93 » Fri Jul 21, 2017 9:10 am

+

and no wounds involving this, why the fuck would there be wounds involving this

also no rare gildings please. If they're not useful they would be irrelevant, if they're useful people would just grind them by crafting and disassembling items
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Re: Salvaging

Postby aikidragon » Fri Jul 21, 2017 9:42 am

NOOBY93 wrote:+

and no wounds involving this, why the fuck would there be wounds involving this


Accidents while trying to disassemble could be a thing. Nothing major. Extra reminder to wear gloves perhaps.

And regarding curios and gilds, nothing rare. Just a bunch of items for the lore, i guess.
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Re: Salvaging

Postby Ozzy123 » Fri Jul 21, 2017 10:05 am

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