Make credos actually cool

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Make credos actually cool

Postby Dawidio123 » Thu May 22, 2025 11:19 pm

Credos are an okay system to give out some fun buffs, especially if those buffs are not mandatory (like forager being mandatory first credo). But they are limited by boring credos, annoying quests and having more quests each credo you do. So what I propose is following:

Remove the scaling per each credo, make each credo have a set amount of quests, forager should always be 2 per level, cave hermit can be like 8-10. Current system incentivizes alts and is straight up not fun, who wants to do 10 quests PER LEVEL, while they could have an alt with same credo that would be 10x easier to make.

Actually take a look at some of the quests and just fix them, forager should NEVER ask for things out of season, blacksmith shouldn't ask you to make 30x troll helmets, and nomad shouldn't ask to visit 2-3 npcs in the same quest while one is already bad enough. I don't like questing overall and credos are actually one of the two things i'm willing to do them for but come on, some quests shouldn't be a straight up "fuck you, reroll the quest, enjoy reroll spiral". Maybe add a free quest reroll (that doesn't lose you a level) every 12h or something? Possibly an overhaul of how credos are gained is in order but that's above the scope of this post, but i feel like credos should incentivize doing the tasks they improve more than studying random semi-related curios or taking a semi-related item to an npc, that's boring, make more quests that are like mine 500 tiles, that's actually something you might do during your normal gameplay not some bs errand you need to do to progress.

Improve the rewards for the poorly designed credos, and i'll give examples of why certain credos are (imo) lazy and boring
First some good designs:

Cave hermit
Significantly increased risk of mining out trolls.
Ability to eat Stalagooms & Cave Slime.
+1.5% study speed per cave level you descend.
Deal 5% extra damage per cave level you descend.
Trolls no longer attack you.

This right here is peak credo design, the first ability changes completely how you play the game and the last one adds a ton of QoL but getting there requires mining a lot so probably getting a ton of trolls that will aggro you (not that dangerous but w/e). On top of that you get a fun larpy ability to eat cave shit. Everything is neatly tied together and every perk is something you are happy to have even if for larpy reasons.

Gardener
Can plant Blood Sterns, Farming +5
Can plant Cavebulbs, Farming +5
Halved soil and water required for gardening pots.
Can plant Chiming Bluebells, Farming +10
Doubled yield from gardening pots.

Another pog credo, it gives you farming ALONGSIDE a new ability, each level actually affects your gameplay on top of giving a flat stat bonus, just straight up pog.

Blacksmith
Strength +15 & Smithing +15
More irrlights when smithing.
Reduced smithing time.
Smelters built have larger inventories. (6x6)
Small chance to double output when smithing.

Bro this is just peak, the first perk could be spread out but w/e. More irrlights is fun, straight up fun. Reduced smithing time is always welcome as any time saver is. Bigger smelters? Oh boy, this here is literally the best type of reward, you finally get it and suddenly you can significantly improve a whole process. Chance to double is eh, not that strong but gambling is fun.

Now for the bad credos (i'm not saying they are actually bad power wise, i'm saying they are boring):

Farmer
Farming +15
Quality bonus when milking. (+20%)
Faster crop growth. (+10%)
Increased crop yield. (+20%)
Farming +50

Okay so first of all (same goes for tailor), same stat up TWICE? Really? There was nothing more fun that could be put instead of +15 and +50 farming? I get it, it's strong. But you could reduce total farming to like 40, spread it around the skills like gardener and you'd be left with two slots for some extra flavour. Overall i think any credo reward that's just like +20 stat is just boring and could be spread around the credo as bonus rewards similar to gardener. On top of that the rewards it gives are pretty much mandatory but just feel bland and a nothingburger credo. I mean just a basic redesign would be to yeet the two +farming slots put that as a +5 on each reward, give farmers ability to build upgraded granaries that can hold twice as much and give them extra convenience (idk +50%?) for doing anything related to processing farming stuff so faster making cloths, faster pressing in the winepress, collecting wax, etc.

Fisherman
Reduced risk for loss of fishing equipment.
Better trash recovery when fishing.
Increased chance of a rare catch.
Reduced cost of "Fisher's Request for a Catch".
Increased baseline quality of fish caught. (+10%)

Half the credo doesn't work with casting rod, if someone gets fisherman they should be incentivized to use casting rod as it's part of the natural progression. In this case i'd argue that a stat bonus would be very much in order, add two +10 will to some random abilities. And instead of trash recovery and rare catch add a chance to get extra meat when butchering fish and make it so cave anglers don't attack you + you have more chance of finding them through the funny foragable in the cave. Maybe the cave angler idea is a bit crazy for first credo tho, so you can make it something boring like "You see an additional fish when using a casting rod" or "Extra flat chance to catch a fish using casting rod".

Wandering sage (yes)
Gain less Travel Weariness (-20%).
+5% experience gain.
Reduced stamina drain from walking.
Frequent experience gain when seeing Natural Wonders (trigger random +250 exp without lore event).
Chance for additional (to other rewards) increases to local qualities when completing quests.

Ehhhh, it's a very endgame credo, you need to do both mystic and nomad and then the credo itself is a piece of shit to do. Less tw? Okay? It's good, but at the point when you get it you already have ways to deal with tw but aight. 5% xp gain is just boring nothingburger unless you are going to quest 24/7. Reduced stamina drain from walking is just so wtf, arguably you lose less stamina in a thicket but i don't think that's very relevant (thank god). The extra xp events are actually good. And then we end up at the chance for qualities w/e, i mean if it works it's retarded and it shouldn't work because that circumvents the whole removal of improving qualities through questing, and if it doesn't work then it's just a dead perk.

Overall i think i got my point across, stat upgrades are boring and add nothing gameplay wise, they can be easily spread as bonus rewards like in gardener. You don't have to add powerful abilities instead of them you can add fun stuff like improved versions of the buildings (ie. blacksmith ore smelters) for a lot more credos, it's honestly a very nice feeling once your village gets the blacksmith and the guy can suddenly make huge improvements to QoL for everyone. Improved granaries, improved looms, improved sawmills (if lumberjack built it +30% boards made for everyone), etc.
Cook's increased cooking speed is probably one of the best credo abilities ever, add more of that, make tailor make cloths faster and have some bonus to silkmaking, make herder able to kill animals faster, lumberjack could remove stumps faster, those kinds of bonuses are literally the best, your gameplay noticably improves after you get them making you want to do more credos
You can give wandering sage a free kindle instead of (supposedly) broken additional quality increases.
There is just so much potential in making credos fun and yet all we get is a few cool ones and a ton of filler that's semi-mandatory.

tl:dr fix credos and add more cool shit to it, maybe add more credos too
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Re: Make credos actually cool

Postby SnuggleSnail » Fri May 23, 2025 7:28 am

+1
I think the intention of credos is to be an end game, but in reality the metagaming most people do is to just get the credos they want across multiple characters, and obtain credos in order of what's hardest to easiest, both of which are pretty unfun ways to play the game.

You guys used to shit out a new credo every other month, but after constant backlash you guys seem unwilling(?) to put out new credos. IMO, new credos wouldn't be divisive + the metagaming issue solved if:
  • Static number of quests for each credo
  • No/less credo pre-requisite, or pre-requisite attached to things other than credos (EX: gardener/farmer needing druidic rite instead of forager/farmer)
  • MAYBE POSSIBLY re-using the pick 1/3 system from ancestral worship to avoid bad quests

There's a lot to be said about certain quests or rewards for credos being unfun, but without spending an absurd amount of time individually balancing credos the above would systematically solve 90% of that. Then, if you guys feel like completing all credos is too fast with the buffs more credos could be added.
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Re: Make credos actually cool

Postby caz » Fri May 23, 2025 9:24 am

I would like to know if the devs have actually done all of the credos and how long it took them


Also if they have any stats from this/last world on how many people actually got which credos

E: for delivery quests, add a little extra reward related to said credo from the npc

Ie some decent q seeds, a unique gilding, a cute hat or shoes
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Re: Make credos actually cool

Postby Dawidio123 » Fri May 23, 2025 3:13 pm

SnuggleSnail wrote:[*] MAYBE POSSIBLY re-using the pick 1/3 system from ancestral worship to avoid bad quests[/list]

I did consider writing that tbh. Instead i just wrote a free reroll every 12h. I feel like the UI for questing would get kinda fucked with 3 alternatives, like 1 main beefy quest and 2 single task quests that just reroll? Maybe you should only have to complete like % of tasks instead so you can skip the shitty ones and then make all quests have a bit more tasks on average. Idk, either way it feels ugly to implement UI wise. I'd like to reiterate, I really think credos should be more about doing stuff they improve and should be doable alongside your normal play doing that, so miners should mostly mine, cave hermits should do drugs and mine trolls, cooks should cook, etc. I hate quests that are like make this random item and give it to that random tree, like uh, why? I'm a fucking miner. It doesn't feel good to make something to give away, I'd rather have quests that are like "make that thing" instead of "give that thing to a tree" at least i get to keep one of them.
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Re: Make credos actually cool

Postby Master_chan » Sun May 25, 2025 10:56 pm

+1 to everything said

Select 1 out of 3 quests would be pog because downward reroll spiral is never fun.
Farmer "Harvest X" quests should be removed because they're slop to do and counteract normal gameplay loop (not harvesting crops cuz half of the village is doing farmer and they can roll the harvest quest)
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Re: Make credos actually cool

Postby Nightdawg » Mon May 26, 2025 4:20 am

Stop it guys, everybody agreeing on this for 5+ years means the cacophony is too loud and confusing!!!!!!!!!!
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Re: Make credos actually cool

Postby catgode » Tue May 27, 2025 10:02 am

farmer credo ability - you can stack pumpkins and pumpkin flesh
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