I'm convinced that Exploration sucks ass now.

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Re: I'm convinced that Exploration sucks ass now.

Postby Dahka » Wed Sep 09, 2015 1:44 pm

I believe that the goal the devs have in mind is to make those rare curios some exciting experience to stumble upon, not something to be industrialized as in old haven where you expect to have those item if you go foraging.
I like this system very much but what I think makes it not work right now is that there are not enough curio variety to keep a dedicated forager interested, my suggestion would be adding some low level luck based curios and adding more staple high PER*EXP curios (that doesn't render the previous staple curios useless and are always inferior to the rare luck based ones)
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Re: I'm convinced that Exploration sucks ass now.

Postby burgingham » Wed Sep 09, 2015 2:15 pm

The only problem is that all old curios have copy pasted values from HnH 1 but without the 360% bonus being in place anymore. While newly created curios added with updates already take the lack of the change slider into account. They simply need to be balanced out.

That does not mean old stuff should be all buffed up again. Your comparisons are just not valid: "In HnH 1 item x did y so I want that here too" is not a valid point as this is a new game with new mechanics. If anything you can compare the new version of HnH to itself.

I don't see any problem at all with the exploration mechanic itself. You can craft just as many good curios as you can forage and that is how it should be: Diversification. That means you have to work in a group if you want it all. Not - as Jorb said - run some mountain bots...

Btw Jorb stated a few times now that flotsams don't just spawn on rivers anymore. There is something else to it.
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Re: I'm convinced that Exploration sucks ass now.

Postby Orcling » Wed Sep 09, 2015 2:31 pm

burgingham wrote:The only problem is that all old curios have copy pasted values from HnH 1 but without the 360% bonus being in place anymore. While newly created curios added with updates already take the lack of the change slider into account. They simply need to be balanced out.


The new curios require absurd amounts of Experience. They might be good, but only as long as you have craploads of spare exp,which you'll run out of very quickly of you spammed mirkwoods & bat wings.
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Re: I'm convinced that Exploration sucks ass now.

Postby burgingham » Wed Sep 09, 2015 2:38 pm

Well I actually like that a lot. Having high risk high reward curios alongside with normal ones. This way you can diversify your studies to your personal style.
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Re: I'm convinced that Exploration sucks ass now.

Postby Cavi587 » Wed Sep 09, 2015 3:42 pm

Well, I had like less than 10 exploration (it was like 6 maybe, maybe even less) and 10 perception and found a bluebell. Guess I'm lucky.
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Re: I'm convinced that Exploration sucks ass now.

Postby AggressivelyNormal » Wed Sep 09, 2015 3:57 pm

jorb wrote:
AggressivelyNormal wrote:*Angrily starts building 30 foragers for regular rotation*


*Considers further obscure limitations by area*


Industrialization is going to happen
I'll get back to building my roads between mountains, and mass producing forager alts
I'm amused by my own antics.
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Re: I'm convinced that Exploration sucks ass now.

Postby themaze1 » Wed Sep 09, 2015 7:26 pm

Well I for one am out of here if this is the case. Waiting warmly for paypal to reimburse me as we speak.
I find it hilarious that a select few people are giving it the old "Yeah I just love this new system, you shouldn't get good forageable curiosities from a skill you've invested over 62 thousand LP into, Dragonflies, which anybody can pick up, should remain the best LP per hour per mental weight, thanks jorb, I'm glad you butchered a skill for no real reason!". What a stupid mindset to have. The only thing Exploration had going for it is what the skill was made for, finding better forageables. All of the best curiosities from each biome (water, mountain, swamp and forest) have been made retardedly rare for no legitimate reason, so all you're left with is shit curiosities that give tiny amounts of LP, usually with large amounts of mental weight and long waiting hours.

Give miners the run of the world some more why don't you. All the metal in the world and they can craft their own top tier curiosities from a bit of mirkwood with no effort.

This could have all been handled much better if all of the old curiosities were the same as in the original, but new, even better curiosities were added that used this new, awful system were added so that top end exploration still had a point for existing.
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Re: I'm convinced that Exploration sucks ass now.

Postby burgingham » Wed Sep 09, 2015 7:33 pm

Yeah how dare people have a different opinion to yours! Clearly the system sucks as you are always right, my bad. We should get our foreage bots back, that system was awesome.

It is funny people complain how mining sucks now compared to other jobs in other threads ^^
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Re: I'm convinced that Exploration sucks ass now.

Postby Flame » Wed Sep 09, 2015 7:45 pm

Ok, someone is raging and quitting. Usually this isn't something new, weird or of any importance. People ragequit every day for some reason.

The problem is:

In a crafting pvp game like this, where a good world start is what you should focus on, you have to pay money for an unbalanced system. Is... hard to accept. It means that you have to wait for more balancing fixes on EVERYTHING it's in the game. Less than 2 weeks are passed, is too early to pay for it, if you don't want to regret it.
Or, if you buy it, then expect that you could find many reasons to regret it and just... be prepared and decide if you want to take this ride. It's up to you, but let's be realistic. This is heavily an alpha hugely overpriced.

The old game was totally broken, in many ways.
Usually a no-tested new game is broken as well. (that's why other devs use to gift the game to a small amount of peope in the first period. They don't gain, but they don't pay for betatesting ;D)

In this case you'll buy a broken game. I'm sure, and it's quite obvious, Jorftar will fix everything they think it's broken, and are open to new balancing. But just keep this in mind: You don't know what you're buying and you don't know how long it will last. The only think you know, is the money you're going to give monthly to be competitive with other players.

Don't pay, if you feel somehow "forced to".
Don't pay, if you just hope in a "they will improve it"

You can't know HOW it will be improved.

Pay, if you like it how it is NOW. And if it improves, usually it's a good thing.
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Re: I'm convinced that Exploration sucks ass now.

Postby themaze1 » Wed Sep 09, 2015 7:58 pm

burgingham wrote:Yeah how dare people have a different opinion to yours! Clearly the system sucks as you are always right, my bad. We should get our foreage bots back, that system was awesome.

It is funny people complain how mining sucks now compared to other jobs in other threads ^^


So because bots are a thing everything should suffer due to these "anti-bot" measures? This system is just as bad as invasive DRM in games. It does nothing to "stop the problem" but instead only serves as a means of hurting the core playerbase.
The flagship curiosities of each biome (Flotsam, Bluebells, Edel, Boletes) being thrown behind a luck wall is not going to solve anything. It's only going to create more problems.
LP gains are already scarce enough. Playing all day and I can barely get enough LP to put 5 points into a skill that's at a mere 35 right now due to how awful all of the other curiosities are.



Flame wrote:The old game was totally broken, in many ways.


True, but this one is broken in many more ways. It's much slower and much more tedious. Animals are a joke now, with people killing bears with 1 unarmed and now having high exploration amounts to nothing. There's no reason why the foundation for the old game shouldn't have been used in abundance in this one.

I can think of much more efficient anti botting measures off the top of my head that benefit people actually playing the game and punish botters. It's simple, make areas that give these curiosities more dangerous. Simple as that.
Throw alligators or whatever in swamps, throw some sort of water creature in deep water to fuck your day up, throw some mountain lions or something on mountains, tada, you now have dangers in all of the prime locations for the best forageable curiosities. Forests are already crawling with nasties, so I don't know why Bolete's have been subjected to this luck system crap.
That was thought up in the spur of the moment and that is objectively a better way to go about things than the current system which has stopped me from getting a single good curiosity since the new game came up.
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