Game Development: Sonic Youth

Announcements about major changes in Haven & Hearth.
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APXEOLOG
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Re: Game Development: Sonic Youth

Post by APXEOLOG »

Archiplex wrote:As well as sthe ridiculous ratio of creating silk; I filled an entire middle floor of aa stone mansion with worms and got about 5 silk cloth out of it.
That's the point of silk. Hight-tier end-game craft. If you want quantity, just go and make some linen shirts.
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Archiplex
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Re: Game Development: Sonic Youth

Post by Archiplex »

APXEOLOG wrote:
Archiplex wrote:As well as sthe ridiculous ratio of creating silk; I filled an entire middle floor of aa stone mansion with worms and got about 5 silk cloth out of it.
That's the point of silk. Hight-tier end-game craft. If you want quantity, just go and make some linen shirts.

I'd agree with you, if it was actually 'high' tier.

Merchant robes are garbage for gildings currently (due to charisma gilding) and do not offer any stats.

Ranger gear is also bad for most gildings and do not offer any benefits over other more easily created gear- including the cape.

Silk ribbons are the only thing worth making, as well as merch robes (which the benefit isn't as mandatory as it was last world due to a bigger inventory in general)

Silk symbel items- i'm not even sure how good they are, but with how good everything else is i fail to see any good reason to do so.
It's not HARD to make silk, not at all. You can get the leaves en-mass easily, eggs multiply exponentially every wave you do, quality raises by 15+ per cycle, etc etc. The problem is that the act itself is horribly tedious. What if we had silk worm feeders, where you store a certain amount of silk worms in a lined shelf, and could store food into it just like a trough (except only leaves, obviously)?
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Potjeh
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Re: Game Development: Sonic Youth

Post by Potjeh »

jorb wrote:
Onep wrote:I just want me quality of life changes so I don't consider suicide via tedium.
Anything in particular?
Animal hibernation when? I like taking breaks to play other games (Stellaris) or do more stuff IRL, but there's no sense in coming back from a break if all my animals starved. IMO being forced to play when you don't want to is the most tedious thing about Haven. You fixed this vis-a-vis stats with caps, please do the same with livestock.
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Onep
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Re: Game Development: Sonic Youth

Post by Onep »

Potjeh wrote:
jorb wrote:
Onep wrote:I just want me quality of life changes so I don't consider suicide via tedium.
Anything in particular?
Animal hibernation when? I like taking breaks to play other games (Stellaris) or do more stuff IRL, but there's no sense in coming back from a break if all my animals starved. IMO being forced to play when you don't want to is the most tedious thing about Haven. You fixed this vis-a-vis stats with caps, please do the same with livestock.
Oh my goodness yes! I've been playing a bunch of Endless Legend, but I still have that gnawing "THE SHEEP NEED FOOODDDER" going on in my head. Think of the sheep!
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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sabinati
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Re: Game Development: Sonic Youth

Post by sabinati »

Archiplex wrote:
Merchant robes are garbage for gildings currently (due to charisma gilding) and do not offer any stats.
Image
you know charisma gildings are not boosting charisma, right?
Archiplex wrote: Ranger gear is also bad for most gildings and do not offer any benefits over other more easily created gear- including the cape.
Image
Image
yes i should have just made linen pants
Archiplex wrote: Silk ribbons are the only thing worth making, as well as merch robes (which the benefit isn't as mandatory as it was last world due to a bigger inventory in general)
ok but what about
Archiplex wrote: Silk symbel items-
Archiplex wrote: i'm not even sure how good they are, but with how good everything else is i fail to see any good reason to do so.
oh ok, they're pretty good though maybe check those out
Archiplex wrote: The problem is that the act itself is horribly tedious.
so don't do it, whatever. nobody's forcing you.
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ChildhoodObesity
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Re: Game Development: Sonic Youth

Post by ChildhoodObesity »

its fairly easy to triple agil gild a merch too, like 30% on silk gild, 10ish on buckle, and then like 2 on the gluethread 1, ive gotten triple gilds twice and doubles like 2-3x out of like 8 but i think i have ok luck xDDD
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Granger
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Re: Game Development: Sonic Youth

Post by Granger »

jorb wrote:
Onep wrote:I just want me quality of life changes so I don't consider suicide via tedium.
Anything in particular?
Reduce right-clicking by making a 'butcher' action that gives a cursor that operates first applicable of Slaughter, Wring Neck, Skin, Pluck, Clean, Butcher, (and what I might have forgotten to list) on an animal/corpse/chicken/bat/rabbit/cocoon/watever instead of the endless right-clicking and selecting from menu (and cursing when there is a little lag and you end up with another action from your belt instead of having selected the flower menu). With shift qualifier operate on all chickens/cocoons (of same kind = differentiate between hens, cocks, chicks, cocoons, crysalis) in open inventories (with a small hourglass on each), or all corpses (of same kind) on ground. This would be a huge clicksaver.

When placing or adding to stockpiles give us an option to keep one leftover item on the cursor when not all can be transfered because of stockpile being full so we can place/add to the next.

Let us move with an item on the cursor, either like some custom clients are doing by hiding that item so we can click to walk instead of dropping it or -prefered- by explicitly having to drop an item on cursor through ctrl+LMB (which would bring dropping from cursor in line with dropping from inventories).

No difference in flower menues on animals depending on if their info window is open or not, at least same options hidden for all of them instead of it being differnet for every species.

Let us swap gear by dropping the new item onto an occupied slot.

Shoo action that acts as an area effect of some tiles.

Remove stones from smelters with a wheelbarrow.

Auto-Drink while mass-harvesting.

Ability to remove dried skins from racks and add raw hides to them with shift+RMB, similar for tanning tubs. Or let us operate wheelbarrows on them.

And in case I listed something that already exists: a sane manual fully describing the interface. Writing that you might notice that there are quite some inconsistencies in the interactions (like dropping from cursor vs. dropping from inventory).
Last edited by Granger on Wed Jun 01, 2016 1:40 pm, edited 1 time in total.
Reason: typo fixed
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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damnredrain
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Re: Game Development: Sonic Youth

Post by damnredrain »

Granger wrote:
jorb wrote:
Onep wrote:I just want me quality of life changes so I don't consider suicide via tedium.
Anything in particular?
Reduce right-clicking by making a 'butcher' action that gives a cursor that operates first applicable of Slaughter, Wring Neck, Skin, Pluck, Clean, Butcher, (and what I might have forgotten to list) on an animal/corpse/chicken/bat/rabbit/cocoon/watever instead of the endless right-clicking and selecting from menu (and cursing when there is a little lag and you end up with another action from your belt instead of having selected the flower menu). With shift qualifier operate on all chickens/cocoons (of same kind = differentiate between hens, cocks, chicks, cocoons, crysalis) in open inventories (with a small hourglass on each), or all corpses (of same kind) on ground. This would be a huge clicksaver.

When placing or adding to stockpiles give us an option to keep one leftover item on the cursor when not all can be transfered because of stockpile being full so we can place/add to the next.

Let us move with an item on the cursor, either like some custom clients are doing by hiding that item so we can click to walk instead of dropping it or -prefered- by explicitly having to drop an item on cursor through ctrl+LMB (which would bring dropping from cursor in line with dropping from inventories).

No difference in flower menues on animals depending on if their info window is open or now, at least same options hidden for all of them instead of it being differnet for every species.

Let us swap gear by dropping the new item onto an occupied slot.

Shoo action that acts as an area effect of some tiles.

Remove stones from smelters with a wheelbarrow.

Auto-Drink while mass-harvesting.

Ability to remove dried skins from racks and add raw hides to them with shift+RMB, similar for tanning tubs. Or let us operate wheelbarrows on them.

And in case I listed something that already exists: a sane manual fully describing the interface. Writing that you might notice that there are quite some inconsistencies in the interactions (like dropping from cursor vs. dropping from inventory).

Two cups of tea for this gentleman!
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Pavelly
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Re: Game Development: Sonic Youth

Post by Pavelly »

Jorb(no) wrote:The update is not, but you stay here, you all the best, good mood and health.
Last edited by Pavelly on Wed Jun 01, 2016 2:44 pm, edited 1 time in total.
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Granger
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Re: Game Development: Sonic Youth

Post by Granger »

Pavelly wrote:
Jorb wrote:The update is not, but you stay here, you all the best, good mood and health.
Posting made up quotes (searching Jorbs posts didn't yield that) isn't a good idea, so your pick: link to source, apology or ban - choose one.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020

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