Game Development: Stalking Garden

Announcements about major changes in Haven & Hearth.

Re: Game Development: Stalking Garden

Postby pheonix » Wed Jul 10, 2019 5:15 pm

OH
MY
FUCKING
GOD

So many damn posts with ideas so many ideas to IMPROVE THE SYSTEM and you pick the nerf bat again. when someone breaks their leg do you just shoot them like a horse?? i just cant fathom how your brains work as its not based on logic at all.

LETS REMOVE MULTIPLE FOOD TYPES PEOPLE GROW vs Add more specialized tools / plants to gardener credo and garden pots that make them just as good but not the best for making food.

heres a tip this is how you improve a game:
buff foraged food types in recipes as they are harder to get and rarer to mass forage so their benefits in certain foods is buffed.
give gardener a new garden pot planter type that only they can make and use that helps them either grow more or increase q faster as a trade off.
add garden version of foraged items like how aurochs become cows then bluebells when grown turn into i dont know a blue rose or something that isnt as good but is a nice curio or for chantrelle turns into a different mushroom but has less stats but is good to mass produce for mushroom foods.
Doing this makes gardener fun more usefel for hermits or a village and you can add new forageables or super rare versions that only last 1 rotation after it mutates.
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Re: Game Development: Stalking Garden

Postby tyrtix » Wed Jul 10, 2019 5:18 pm

Audiosmurf wrote:What about a % thing, like bloom? Based on your farming skills, probably gardener credo as well, %chance to get a replantable seed item when harvesting a garden pot. Seems better to me than a hard number.

Also give gardener credo something like "Chance to replant when harvesting garden pots.", giving you the products and leaving the plant as though you had just planted it. The lady's mantle thing is a literal joke/insult.


This too, maybe make the pot drops one seed and need 3 or 5 seeds to replant. Btw, overall if the intent was making foraging better, changing nothing in foraging does not make it better. The problem with foraging is that you don't have EVER the quality needed to make the difference for high tiered players, or sometimes even low tiered players: since i can expect to find max 40-45 ql nettle around by foraging, this will sooner or later makes nettle worthless as an item, for example, both in crafting items or in recipes. Quantity is not exactly a problem in foraging, thou a balance between quantity of items obtained and usefulness of the items must be looked at constantly, but quality is a real issue wich have only a solution: introduce in the game something that MAY raise the ql of the foraged items you can find, and from start of the game for a player (ie when he's sprucecap), for example, make a skill or stat increase the baseline ql of the items you can forage by a certain amount, maybe lore gives +1 ql for every 10 points of the skill; same bonus could be applied by either give a tool wich will increase the ql of the foraged items while gathering them (herbalist knife?) or by making a specific gilding set wich raises ql of the foraged items (this may be the best way imho to address the issue).
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Re: Game Development: Stalking Garden

Postby shubla » Wed Jul 10, 2019 5:22 pm

Blueberries, Chantrelles, Stinging Nettle, Clover, Cavebulb, Chiming Bluebell, Bloodstern, Stalagoom can no longer be grown in Garden pots. Gardener now allows you to plant Lady's Mantle, Yarrow, and Troll Mushrooms. Foraging is now hopefully a bit more viable. Looking to make it more so.

Good job!
It was indeed quite weird that you could grow everything that you need without ever leaving your walls or buying them from noobs!

Dont care about what people say.
They dont know whats best for them.
Last edited by shubla on Wed Jul 10, 2019 5:22 pm, edited 1 time in total.
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Re: Game Development: Stalking Garden

Postby Audiosmurf » Wed Jul 10, 2019 5:22 pm

tyrtix wrote:gildings that do things other than increase stats or skills

We need this.
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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Re: Game Development: Stalking Garden

Postby shubla » Wed Jul 10, 2019 5:24 pm

Nizuto wrote:
jorb wrote:Siege Engines (Catapult and Battering Rams) no longer require Brimstone to repair.

Then what does it require? Bone Glue? We're reverting back to legacy? Next world we're getting bashable palisades after speed running cheese in the 1st month to destroy hermit bases because we can?
Also the gardener credo is kinda pointless now. Actually gardening in general becomes pretty pointless. Do people even study high quality lady's mantle? Since troll mushroom requires a ton of luck to acquire naturally, the only point of gardening is what? Yarrow?


Maybe gardening should be like beehives if you want a nerf on them. Not removing stuff you can plant.

They probably make siege easier until people start complaining about it being too easy. Then make it too hard again.
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Re: Game Development: Stalking Garden

Postby jorb » Wed Jul 10, 2019 5:28 pm

... well, that went over well.

Will consider some sugar to make the medicine go down. Thank you for your strong opinions.
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Re: Game Development: Stalking Garden

Postby Aceb » Wed Jul 10, 2019 5:36 pm

jorb wrote:... well, that went over well.

Will consider some sugar to make the medicine go down. Thank you for your strong opinions.


Still waiting for explanation(s).
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Re: Game Development: Stalking Garden

Postby Zentetsuken » Wed Jul 10, 2019 5:39 pm

jorb wrote:... well, that went over well.

Will consider some sugar to make the medicine go down. Thank you for your strong opinions.


As long as you riff off this change in future updates I think everything will be fine.

Lets see some added relevance to gardener, some additional foragables and maybe some recipe shifts or foragable buffs
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Re: Game Development: Stalking Garden

Postby tyrtix » Wed Jul 10, 2019 5:40 pm

to Jorb: i'm not "interested" in game by any of the changes, if not marginally, but it's easy to understand why that change to siege system makes the things a lot more easy.
Let's make it simple: if i am a sieger and want to siege a place, i go and get like 10 brimstones, then make ram for siege. In the older way i need to keep a few brimstones in order to repair eventual damage to the ram, so maybe i make 2 of them and keep 4 brim for repairs, now i can make all the rams i can since repairs do not need brim, so i have a lot easier time to siege whatever place i want.
Kaios pointed out also, wich is tied to my discussion here, that you can also build a ram far away so the defenders do not know you're making a ram a lot before the siege starts, and the siege will start effectively just when i move the ram into the claimed area, instead of starting when the defenders sees the ram.
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Re: Game Development: Stalking Garden

Postby jung » Wed Jul 10, 2019 5:59 pm

Now. this game just gives me stress.
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