Game Development: Attribute Dream

Announcements about major changes in Haven & Hearth.

Re: Game Development: Attribute Dream

Postby Luno » Sat Mar 01, 2025 2:33 am

Okay cool but fix Wandering Sage.
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Re: Game Development: Attribute Dream

Postby SnuggleSnail » Sat Mar 01, 2025 2:56 am

loftar wrote:Not sure if I'm not making myself understood correctly, but I'm not questioning that at all. What I'm questioning is the definition of what constitutes the "best" tool.


If you want to avoid making a bunch of boring logic / working around 100 edge cases could you just make every tool in your belt give a passive buff? It seems like the easiest solution.

If not, I would personally really appreciate tools never being switched in combat, or a way to toggle it off entirely.
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Re: Game Development: Attribute Dream

Postby loftar » Sat Mar 01, 2025 3:12 am

SnuggleSnail wrote:If you want to avoid making a bunch of boring logic / working around 100 edge cases could you just make every tool in your belt give a passive buff? It seems like the easiest solution.

I'm not sure the goal is to have you fill your belt with pickaxes in order to mine at 1000000% speed.
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Re: Game Development: Attribute Dream

Postby SnuggleSnail » Sat Mar 01, 2025 3:33 am

I was imagining the highest stat from each tool being used, not them being additive, so if you've nothing but 20 pickaxes in your belt your stats are set as being == the highest quality pickaxe

EX: Q250 pickaxe and Q300 stone axe in belt == mining strength, mining speed, mining stamina of the pickaxe, and ore quality softcap of the stone axel

It would be a bit of a buff in some places, like you'd never be mining at stone axe speed once you get a pickaxe (which I think would be welcome), but it would resolve all of the edge cases with tool selection from belt
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Re: Game Development: Attribute Dream

Postby Audiosmurf » Sat Mar 01, 2025 3:40 am

"You should be allowed to just never equip anything but a sword" is still such a mindbogglingly dumb idea that I can't believe you proposed it a second time
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Re: Game Development: Attribute Dream

Postby Archiplex » Sat Mar 01, 2025 3:45 am

loftar wrote:
jordancoles wrote:It seems pretty obvious to me that the best tool for the job would be wanted in 90% of cases

Not sure if I'm not making myself understood correctly, but I'm not questioning that at all. What I'm questioning is the definition of what constitutes the "best" tool.

jordancoles wrote:Right now the tool swapping is exclusive to belts so imo just take the shit you dont want to use off the belt situationally

I'm also not sure I agree with that. When I'm doing things that involve these kinds of choices, I often find my inventory full enough that I don't want to juggle unwanted tools into it. I'm quite content with the mechanic that the game lets you keep a tool equipped if you've equipped it. Perhaps, if anything, it should keep track of whether a tool has been manually or automatically equipped, and only keep it equipped if it was manually equipped to begin with?


i think automating it is unneeded, you can just have tags you can apply to tools that are for example, "favored butchering tool" or "favored mining tool" and a new toggle that says "use favored tool when performing actions, if such a tool is in your belt"

thus if you run into a situation where you need to use a higher quality tool, you just manually equip the tool you want and press your hotkey to turn off the favored tool autoswap
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Re: Game Development: Attribute Dream

Postby SnuggleSnail » Sat Mar 01, 2025 3:47 am

Audiosmurf wrote:[...]


The thread you're referring to has 4 pages of replies and the only 2 people disagreeing are you and some guy I killed the same week. People in general really don't like clunky menuing. It's not charming.
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Re: Game Development: Attribute Dream

Postby loftar » Sat Mar 01, 2025 5:09 am

SnuggleSnail wrote:I was imagining the highest stat from each tool being used, not them being additive, so if you've nothing but 20 pickaxes in your belt your stats are set as being == the highest quality pickaxe

But that also would simply give you the best of all worlds of you have tools that optimize for different values.

Archiplex wrote:i think automating it is unneeded, you can just have tags you can apply to tools that are for example, "favored butchering tool" or "favored mining tool" and a new toggle that says "use favored tool when performing actions, if such a tool is in your belt"

Yes, I was considering something similar as well. For example, the game could perhaps just save the tool you last used for a certain action and attempt to reuse that same tool as long as it's auto-equippable.
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Re: Game Development: Attribute Dream

Postby SnuggleSnail » Sat Mar 01, 2025 5:46 am

loftar wrote:But that also would simply give you the best of all worlds of you have tools that optimize for different values.


It would, but the only cases that matters are:
  • Butcher's cleaver's speed + higher quality tool's softcap
  • Pickaxe's mining efficency + higher quality tool's softcap
  • Bone saw's quality + metal saw's quantity

IMO removing the butcher cleaver from your belt, switching to the stone axe, then butchering is kindof cute and LARPy. For a day. Anybody who's on their 1,000th bear kill finds it frustrating. I would argue that activities like hunting/mining that you're probably going to be doing every time you play for years should be optimized to be enjoyable the 1,000th rather than for the novelty of the first time. I mean, they have made the 'expensive' higher tiered tool, it just can't be used because quality can be a bit wonky.

People would still likely optimize around which tools they carry anyway because belt space is fairly precious. I already don't carry a mining pick because I can mine with a woodsman's axe and want to carry extra water.
Last edited by SnuggleSnail on Sat Mar 01, 2025 5:54 am, edited 2 times in total.
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Re: Game Development: Attribute Dream

Postby Archiplex » Sat Mar 01, 2025 5:46 am

now how can i convince you all to add a passive benefit to all stats that slowly increases attributes such as "digging speed" "butchering speed" "tree chop speed" and similar to baseline stats unrelated to the primary stat that such characters usually want? and maybe something like "reduced stamina cost for digging/mining/etc" as another stat

this would do nothing but add qol and semi encourage raising non-main stats for crafters for convenience reasons (i actually made a post about this ages ago viewtopic.php?f=48&t=66412&p=840244#p840244 and sorta still agree with everything except the stuff that directly affects pvp i.e speed on terrain running/stamina drain on terrain running)

it doesnt even need to be a fast increase, i.e +20% butcher speed at 40 dex, up to +200% at 1000 dex (that stacks with other sources) would make many people happy while not at all breaking any semblance of balance

btw, 100% add that "automatically equipped tools from belt go back to the belt after being used", that was a really good idea and i would love you lots
Last edited by Archiplex on Sat Mar 01, 2025 5:59 am, edited 1 time in total.
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