Animal nodes moving was bad

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Vert
Posts: 280
Joined: Thu Nov 10, 2011 6:59 am

Re: Animal nodes moving was bad

Post by Vert »

find 230 q spot. get 1 animal in 3 days.
mine 5 trolls 250+ in this 3 days.
troll credo is necessary
Detharon
Posts: 118
Joined: Sat Mar 26, 2011 2:16 pm

Re: Animal nodes moving was bad

Post by Detharon »

Nightdawg wrote: Sat Oct 17, 2026 8:02 pm
Luno wrote:Remove nodes, make it random.

Don't think, just do it.
like 80% of the playerbase said this, but they had to make it retarded, call it the jorb effect.
Nodes being random is actually very bot friendly. On w16 we've had a mammoth spotter bot setup for the whole mountain and all we had to do was to check the qualities every moon cycle to decide which part of the mountain was worth farming.

Funnily enough, a good alternative for those without bots is to rely on the random quality of dungeon wolves, that often hit q200-q300. Random animal qualities would make the spotter bots almost completely unnecessary.
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Nightdawg
Posts: 2636
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Re: Animal nodes moving was bad

Post by Nightdawg »

Detharon wrote: Sun Nov 01, 2026 3:08 pm
Nightdawg wrote: Sat Oct 17, 2026 8:02 pm
Luno wrote:Remove nodes, make it random.

Don't think, just do it.
like 80% of the playerbase said this, but they had to make it retarded, call it the jorb effect.
Nodes being random is actually very bot friendly. On w16 we've had a mammoth spotter bot setup for the whole mountain and all we had to do was to check the qualities every moon cycle to decide which part of the mountain was worth farming.

Funnily enough, a good alternative for those without bots is to rely on the random quality of dungeon wolves, that often hit q200-q300. Random animal qualities would make the spotter bots almost completely unnecessary.
yet somehow a bot camping the same q400 mammoth spot is somehow better.
but making it random for everyone (including bots) is not fair
ok buddy
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"
Vert
Posts: 280
Joined: Thu Nov 10, 2011 6:59 am

Re: Animal nodes moving was bad

Post by Vert »

Nightdawg wrote: Sun Nov 01, 2026 3:16 pm
Detharon wrote: Sun Nov 01, 2026 3:08 pm
Nightdawg wrote: Sat Oct 17, 2026 8:02 pm

like 80% of the playerbase said this, but they had to make it retarded, call it the jorb effect.
Nodes being random is actually very bot friendly. On w16 we've had a mammoth spotter bot setup for the whole mountain and all we had to do was to check the qualities every moon cycle to decide which part of the mountain was worth farming.

Funnily enough, a good alternative for those without bots is to rely on the random quality of dungeon wolves, that often hit q200-q300. Random animal qualities would make the spotter bots almost completely unnecessary.
yet somehow a bot camping the same q400 mammoth spot is somehow better.
but making it random for everyone (including bots) is not fair
ok buddy
making it random you benefits bot player and huge village, what about small group.
random animals a bit more good then moving spot. For small group will be better static spot. static spot also adds a reason to fight for territory.

all this change makes advantage for huge group, funny thing that previosly when people find enemy static spot they just complain about it and didnt try to fight for it.

Do I remember correctly that in one of the worlds there were seals q800, and everyone complained about them, even though that area couldn't be blocked off and anyone could farm there? Or am I perhaps mistaken about something?
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Thicket1lurker
Posts: 28
Joined: Thu Sep 10, 2026 10:46 am

Re: Animal nodes moving was bad

Post by Thicket1lurker »

I like the randomness so I don't have to decide where I'm going to live in a world by animal quality
the problem with fixed animal qualities it's one more thing you have to think about when you build your base rotating qualities means it's one less thing you have to think about I think the game would be better if also ball Clay quality on the surface and water quality and sand quality would also rotate weekly and resources that do not deplete should rotate resources it do should stay fixed
Vert
Posts: 280
Joined: Thu Nov 10, 2011 6:59 am

Re: Animal nodes moving was bad

Post by Vert »

Thicket1lurker wrote: Sun Nov 01, 2026 5:39 pm I like the randomness so I don't have to decide where I'm going to live in a world by animal quality
the problem with fixed animal qualities it's one more thing you have to think about when you build your base rotating qualities means it's one less thing you have to think about I think the game would be better if also ball Clay quality on the surface and water quality and sand quality would also rotate weekly and resources that do not deplete should rotate resources it do should stay fixed
If you hermit you will get your 200q bones in every scenario, if you plan to get q300 - static will be better. when it will be random it will be balanced around huge faction with 50 people and bots. so as hermit you will get randomly only one animal q300 before world ends
XBBW
Posts: 253
Joined: Sun Nov 03, 2024 2:39 am

Re: Animal nodes moving was bad

Post by XBBW »

azrid wrote: Sun Jan 26, 2025 12:12 pm I think the idea is that you buy from others.
Trading my high q bones has been very nice this world.
More demand less availability means better outcome for people who hunt but don't participate in bone clay making.
Trading would be great if it was done either via heartfire as open player driven market across the whole world, like in dead frontier 2. Now the player base is too small for friendly sellers and having to leave your base and risk getting pvped by pvptards is too high, so no, buying from others is not an option.
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Regulus2424
Posts: 679
Joined: Mon Feb 16, 2015 3:48 pm

Re: Animal nodes moving was bad

Post by Regulus2424 »

It's like there is a competition for the forum bot of the year in this thread :roll:
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
W16.2 - Knave-Errant from Ett gäng dumma smileys
Detharon
Posts: 118
Joined: Sat Mar 26, 2011 2:16 pm

Re: Animal nodes moving was bad

Post by Detharon »

Nightdawg wrote: Sun Nov 01, 2026 3:16 pm
Detharon wrote: Sun Nov 01, 2026 3:08 pm
Nightdawg wrote: Sat Oct 17, 2026 8:02 pm like 80% of the playerbase said this, but they had to make it retarded, call it the jorb effect.
Nodes being random is actually very bot friendly. On w16 we've had a mammoth spotter bot setup for the whole mountain and all we had to do was to check the qualities every moon cycle to decide which part of the mountain was worth farming.

Funnily enough, a good alternative for those without bots is to rely on the random quality of dungeon wolves, that often hit q200-q300. Random animal qualities would make the spotter bots almost completely unnecessary.
yet somehow a bot camping the same q400 mammoth spot is somehow better.
but making it random for everyone (including bots) is not fair
ok buddy
Wat. Buddy, read my post again. I'm just pointing out that the current system (and the old one, which was even worse in that regard) are bot friendly.
I don't think it's good at all, or fair in any way. Fully random would be way better and more enjoyable.
I want to go outside and kill stuff whenever I feel like to and not when I get a Discord notification that a q400 mammoth is there.
Vert
Posts: 280
Joined: Thu Nov 10, 2011 6:59 am

Re: Animal nodes moving was bad

Post by Vert »

Detharon wrote: Sun Nov 01, 2026 7:33 pm
Nightdawg wrote: Sun Nov 01, 2026 3:16 pm
Detharon wrote: Sun Nov 01, 2026 3:08 pm
Nodes being random is actually very bot friendly. On w16 we've had a mammoth spotter bot setup for the whole mountain and all we had to do was to check the qualities every moon cycle to decide which part of the mountain was worth farming.

Funnily enough, a good alternative for those without bots is to rely on the random quality of dungeon wolves, that often hit q200-q300. Random animal qualities would make the spotter bots almost completely unnecessary.
yet somehow a bot camping the same q400 mammoth spot is somehow better.
but making it random for everyone (including bots) is not fair
ok buddy
Wat. Buddy, read my post again. I'm just pointing out that the current system (and the old one, which was even worse in that regard) are bot friendly.
I don't think it's good at all, or fair in any way. Fully random would be way better and more enjoyable.
I want to go outside and kill stuff whenever I feel like to and not when I get a Discord notification that a q400 mammoth is there.
You will get same notification about mammoth but instead of 400 q you will need to kill 20 of them to increase your chance to get 400.
So you need to find more mammoth so you need bot that will camp full mountain again

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