Prelude: World 16

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16

Postby Nocturnal-Rainbows » Tue Oct 29, 2024 6:54 pm

jorb wrote:+2 FEPS

After some internal back and forth, we came to the conclusion that we like the idea of, quite simply, counting +2 FEPs as 2 FEPs for purposes of determining the Hunger cost of foods. It likely makes them significantly worse than they have been historically, but at the same time I kind of feel that it could leave them in an interesting spot where they really are an alternative, rather than a strict improvement, over normal +1 FEPs, which I don't hate. It is not immediately obvious to me if I under that paradigm should prefer a food item which gives {3 +1FEPs}, or {1 +1FEP, 1 +2FEP}, all else being equal, and perhaps that could be neat.

Making it thus.


I am very much so looking forward to this new FEP system you guys are rolling out. I think you've made the right decision with that change too.
Seriously, good stuff! I'm excited as fuck to play.
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Re: Prelude: World 16

Postby DDDsDD999 » Tue Oct 29, 2024 6:55 pm

jorb wrote:+2 FEPS

After some internal back and forth, we came to the conclusion that we like the idea of, quite simply, counting +2 FEPs as 2 FEPs for purposes of determining the Hunger cost of foods. It likely makes them significantly worse than they have been historically, but at the same time I kind of feel that it could leave them in an interesting spot where they really are an alternative, rather than a strict improvement, over normal +1 FEPs, which I don't hate. It is not immediately obvious to me if I under that paradigm should prefer a food item which gives {3 +1FEPs}, or {1 +1FEP, 1 +2FEP}, all else being equal, and perhaps that could be neat.

Making it thus.

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Re: Prelude: World 16

Postby Dawidio123 » Tue Oct 29, 2024 6:56 pm

jorb wrote:+2 FEPS

After some internal back and forth, we came to the conclusion that we like the idea of, quite simply, counting +2 FEPs as 2 FEPs for purposes of determining the Hunger cost of foods. It likely makes them significantly worse than they have been historically, but at the same time I kind of feel that it could leave them in an interesting spot where they really are an alternative, rather than a strict improvement, over normal +1 FEPs, which I don't hate. It is not immediately obvious to me if I under that paradigm should prefer a food item which gives {3 +1FEPs}, or {1 +1FEP, 1 +2FEP}, all else being equal, and perhaps that could be neat.

Making it thus.

Great change yeah, perhaps in the future it can be slightly adjusted but it's hard to tell how it will turn out without actually testing it ingame.
I would really urge you to reconsider salt tho, it'll be hard to tell how the hunger rebalance works out when all the top players will just abuse it to prevent hunger being an issue in the first place.
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Re: Prelude: World 16

Postby SnuggleSnail » Tue Oct 29, 2024 6:59 pm

big
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Re: Prelude: World 16

Postby Hesufo » Tue Oct 29, 2024 7:03 pm

jorb wrote:+2 FEPS

After some internal back and forth, we came to the conclusion that we like the idea of, quite simply, counting +2 FEPs as 2 FEPs for purposes of determining the Hunger cost of foods. It likely makes them significantly worse than they have been historically, but at the same time I kind of feel that it could leave them in an interesting spot where they really are an alternative, rather than a strict improvement, over normal +1 FEPs, which I don't hate. It is not immediately obvious to me if I under that paradigm should prefer a food item which gives {3 +1FEPs}, or {1 +1FEP, 1 +2FEP}, all else being equal, and perhaps that could be neat.

Making it thus.


I don't like this change. +2 FEP foods are generally rarer / more difficult to produce which is kind of the point.
As it stands I'd rather just eat two servings of far more available +1 FEP food than make the effort to get one serving of a +2 FEP food.

I agree they couldn't be left as-is, but maybe have +2 FEPs count as 1.5 FEPs or something like that? Make them better still, just not doubly so.
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Re: Prelude: World 16

Postby jorb » Tue Oct 29, 2024 7:06 pm

Hesufo wrote:maybe have +2 FEPs count as 1.5 FEPs or something like that? Make them better still, just not doubly so.


One could, but it would introduce a weird constant in the otherwise mildly eloquent expression of the formula, which I dislike. Would be inclined to at least try this out before I introduce the constant.

As for salt, the buff is quite mild. I imagine there could be a Goldilocks zone.
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Re: Prelude: World 16

Postby SnuggleSnail » Tue Oct 29, 2024 7:10 pm

jorb wrote:As for salt, the buff is quite mild. I imagine there could be a Goldilocks zone.


Not gonna say you're wrong, but I really struggle to imagine a world where a random guy can pick a a salt node and care at all about the %reduction he gets from it where I'm not also running 50 accounts to pick the nodes if all you're doing is changing numbers
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Re: Prelude: World 16

Postby Zentetsuken » Tue Oct 29, 2024 7:16 pm

jorb wrote:
Hesufo wrote:maybe have +2 FEPs count as 1.5 FEPs or something like that? Make them better still, just not doubly so.


One could, but it would introduce a weird constant in the otherwise mildly eloquent expression of the formula, which I dislike. Would be inclined to at least try this out before I introduce the constant.

As for salt, the buff is quite mild. I imagine there could be a Goldilocks zone.


I think salt, during periods where its usage and buffs were conducive to strategic eating and gains, has historically been more impactful than you think.

I think it would be much safer just to temporarily remove it from the game all together. It seems that everybody across the board agrees.

Extremely helpful local resources will always be botted and altcamped.

If you are adamant on keeping it in the game, (and if it's possible), salt basins should completely disappear upon being harvested and new ones should randomly spawn throughout the world with each new moon. In fact, all local resources could use the same random/drifting type touch you have given quality nodes.
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Re: Prelude: World 16

Postby Dawidio123 » Tue Oct 29, 2024 7:19 pm

SnuggleSnail wrote:
jorb wrote:As for salt, the buff is quite mild. I imagine there could be a Goldilocks zone.


Not gonna say you're wrong, but I really struggle to imagine a world where a random guy can pick a a salt node and care at all about the %reduction he gets from it where I'm not also running 50 accounts to pick the nodes if all you're doing is changing numbers

Yeh, I kinda agree, it might be fine... But fine as in useless like rn, if it's even slightly good why wouldn't you want to mass-gather it and abuse it to remove the hunger completely. It honestly needs a redesign because it's one of the things that's just hard to balance number wise. If it even crosses the line of not being bad it's instantly abusable. And along with a whole food system being reworked I think it might mess with the results.
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Re: Prelude: World 16

Postby DDDsDD999 » Tue Oct 29, 2024 7:24 pm

jorb wrote:As for salt, the buff is quite mild. I imagine there could be a Goldilocks zone.

Just have it buff the FEPs of ~10 food items as a giga spice, while maintaining the FEP/hunger. Useful, but not enough to go out of your way rat-fucking salt instead of making food.

Having salt override the hunger system is fundamentally flawed.
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