Animal nodes moving was bad

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Animal nodes moving was bad

Postby Vert » Mon Feb 10, 2025 12:55 pm

Quest hard nerf it
gring high q spot hard nerf it
grind high q spot after nerf much harder for us, ok we realise that it should not be hard because our enemy do it better anyway, it should be easier! high q animals shold be everywere.

eating retarded amount of food is fine we are do it good.
Combat is bad a lot of people didnt like it but we are good at it so nerf sword of storm

funny
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Re: Animal nodes moving was bad

Postby Kiklington » Mon Feb 10, 2025 1:42 pm

Vert wrote:Quest hard nerf it
gring high q spot hard nerf it
grind high q spot after nerf much harder for us, ok we realise that it should not be hard because our enemy do it better anyway, it should be easier! high q animals shold be everywere.

eating retarded amount of food is fine we are do it good.
Combat is bad a lot of people didnt like it but we are good at it so nerf sword of storm

funny

It would be 50x easier for you to just write a post that directly states your thoughts without cloaking it behind 10 layers of cowardly sarcastic slop, and you'd have the additional benefit of it being possible for anyone else to understand what you're even saying
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Re: Animal nodes moving was bad

Postby Nightdawg » Sun Mar 23, 2025 2:58 pm

Quality nodes are still shit.

Remove them, make it random.
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Re: Animal nodes moving was bad

Postby vatas » Mon Mar 24, 2025 11:56 am

Personally, I'm increasingly leaning towards:
1. Give animals a reasonable quality range (bears are maybe q100-300, for an example.)
2. Every time you kill one, regardless of the location, a quality is rolled randomly.

This would obviously lead to people mass slaughtering animals and leaving them to rot, but:
1. People already do that for combat moves)?)
2. Sprucecaps scavenging animal carcasses is something I consider a feature.
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Re: Animal nodes moving was bad

Postby Zaeri » Mon Mar 24, 2025 1:25 pm

No matter what the system ends up being, I'd say that the quality distribution should be closer to the one on left than to the one on right. If that means people would get too much of the good stuff too fast, then maybe the problem isn't with the distribution, but the quality ranges itself.
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Re: Animal nodes moving was bad

Postby boshaw » Mon Mar 24, 2025 1:45 pm

Or just go back to legacy animal q
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Re: Animal nodes moving was bad

Postby caz » Mon Mar 24, 2025 5:33 pm

vatas wrote:Personally, I'm increasingly leaning towards:
1. Give animals a reasonable quality range (bears are maybe q100-300, for an example.)
2. Every time you kill one, regardless of the location, a quality is rolled randomly.

This would obviously lead to people mass slaughtering animals and leaving them to rot, but:
1. People already do that for combat moves)?)
2. Sprucecaps scavenging animal carcasses is something I consider a feature.

Agreed
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Re: Animal nodes moving was bad

Postby jock » Mon Mar 24, 2025 5:43 pm

Half the ql of the best tool should be added to all animals so that we get increase over time and the average player is higher, this won't push the top as much as it would the bottom.
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Mon Mar 24, 2025 10:57 pm

jock wrote:Half the ql of the best tool should be added to all animals so that we get increase over time and the average player is higher, this won't push the top as much as it would the bottom.


I rly like how the solution half the time is to give people with higher quality stuff even higher quality stuff. The actual number on your anvil doesn't matter, all that matters is your number compared to other people's number. This would make the people ahead more ahead.

Just make it feasible for normal people to get topQ bones, which at this point in the world are like 450-500.
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Re: Animal nodes moving was bad

Postby Nightdawg » Mon Mar 24, 2025 11:36 pm

Quality nodes are still shit.

Remove them, make it random.
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