The scaling on credos is a little too much at the moment (if done normally). If you were to be working towards unlocking the last credo currently available, it would take 32 quests per level (5 levels total). That's 160 quests for one credo.
I get that you want characters to have diversity and jack of all trades aren't the ideal end-goal for credos, but the scaling is still ridiculous even at the mid-range where you're aiming for just the end of one credo chain. Because of the rigidity of the quests you're assigned, some credos can be incredibly long with many setbacks due to shit quest RNG and multiple abandons.
I really don't know what you (Jorbtar) feel is a balanced number of quests or amount of time needed to complete a credo, but what I would like to suggest is a quest dice roll with 3 options, much like how the numen system works.
When you are given a credo quest it would be nice to get 3 quests to choose from. Completing the tasks from the first 2 options would give you the same reward as we have now, +1 quest towards the level.
The 3rd quest would be relatively easy (visit x questgiver, eat y meat, etc.) with only 1-2 steps required, and it would not count as an additional quest, however, it would instead re-roll your quest objectives without taking a step backwards in quest points.
The current META (specially at higher levels of credo development) is to simply abandon quests which will take too much time or are too difficult (eg. a far, unknown, underground quest-giver or the 'experience natural resource' quests) and then can lead to quick and easy gains, or an unfortunate streak of bad RNG. I'd like to move away from abandoning quests and hoping for favourable objectives to instead having more options and relying less on the RNG.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Credo quest rework
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Credo quest rework
For now I'm stuck 2 weeks with "experience conversing boulder" because any talking stone doesn't want to trigger that, while I already cycled throught all other experience events at least 2 times. ![Trollface ¦]](./images/smilies/troll.gif)
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Credo quest rework
Abandon itAceb wrote:For now I'm stuck 2 weeks with "experience conversing boulder" because any talking stone doesn't want to trigger that, while I already cycled throught all other experience events at least 2 times.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Dakkan
- Posts: 666
- Joined: Thu Dec 12, 2013 2:58 am
Re: Credo quest rework

Am I having some crazy deja vu or haven't we seen this exact thread now multiple times?!
If you want to have all credos on a single character, then suffer.
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vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Credo quest rework
Here's my take on it.Dakkan wrote:Am I having some crazy deja vu or haven't we seen this exact thread now multiple times?!
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Credo quest rework
I think the suggestion from jordancoles to have credo work like numen is a good one. Three things though:
There still should be an abandon button, possibly with a harsher penalty to discourage its use, in case all three options are impossible.
The quest amount scaling shouldn't be based on completed credos but the amount of dependencies (credo level).
Suicide mechanic needs to be removed, it has no point except abuse.
There still should be an abandon button, possibly with a harsher penalty to discourage its use, in case all three options are impossible.
The quest amount scaling shouldn't be based on completed credos but the amount of dependencies (credo level).
Suicide mechanic needs to be removed, it has no point except abuse.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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ctopolon4
- Posts: 746
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- Location: mom's basement
Re: Credo quest rework
as option:
make quests amount\hardness depends on character develop (lore surv psy int)
remove random from quests list, make it scale hard from 1 to last
make scale hardness (depends on completed credos) instead scale amount of quests
make quests amount\hardness depends on character develop (lore surv psy int)
remove random from quests list, make it scale hard from 1 to last
make scale hardness (depends on completed credos) instead scale amount of quests
STASON#7865
https://discord.gg/8caX3qH
https://discord.gg/8caX3qH
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Credo quest rework
I think the point is you don't suffer right now.Dakkan wrote:If you want to have all credos on a single character, then suffer.


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iamahh
- Posts: 1806
- Joined: Sat Dec 12, 2015 8:23 pm
Re: Credo quest rework
inheriting credos is a good thing, otherwise you'd finish Nomad and never leave the walls again, fearing death
maybe death could remove 1 level, you'd go from 5/5 to 4/5, though that's is enough to keep me from going outside
maybe death could remove 1 level, you'd go from 5/5 to 4/5, though that's is enough to keep me from going outside
