Animal nodes moving was bad

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

Re: Animal nodes moving was bad

Postby Killface » Tue Mar 25, 2025 4:25 am

A lot of great points made in this thread, agree that bones are a problem for all the reasons snail listed and something needs to change

Why not increase the frequency of nodes like some suggested, and add back local quality boosts from questing, but keep migration so that quality across the world increases overall naturally?
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Re: Animal nodes moving was bad

Postby Antvgr » Wed Mar 26, 2025 12:07 am

If you guys want more bones, why don't you help push dungeon decay. Right now no new high level dungeons spawn at all. If more people had access to bat/boreworm/etc dungeons - we would have more sources for high level bones. Dungeons are supposed to be high end PvE content, with high q monsters.
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Re: Animal nodes moving was bad

Postby Nightdawg » Fri May 23, 2025 2:55 pm

Quality nodes are still shit.

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

Postby Dawidio123 » Fri May 23, 2025 3:22 pm

Antvgr wrote:If you guys want more bones, why don't you help push dungeon decay. Right now no new high level dungeons spawn at all. If more people had access to bat/boreworm/etc dungeons - we would have more sources for high level bones. Dungeons are supposed to be high end PvE content, with high q monsters.

Because dungeons are annoying and HEAVILY rng if you actually get the good bones. Squeeze the quality range on animals and make it random so ppl can just hunt and get good bones.
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Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Fri May 23, 2025 10:04 pm

azrid wrote:I think the idea is that you buy from others.
Trading my high q bones has been very nice this world.
More demand less availability means better outcome for people who hunt but don't participate in bone clay making.


I agree with Azrid.
This system is better than the old one (bot highest quality spot you can find), and better than RNG.

If it were RNG, it would just be a static bot spawner, and you wouldn't even bother to scout a node. You'd just bot spawn mammoths, and to the extent possible cachalot and trolls. After that, only quantity would matter.

Right now, top level faction players have reason to trade and make friends with second ring players. They have a reason to trade them cutting tools for bone.

I like the current system. I could see why people who don't like to trade or interact with others (beyond murdering them) would not. I like that the current system rewards those who trade and punishes those who murder everyone near them. It's really elegant in that it's difficult to guarantee a steady supply of top quality bones by botting, but creates a good trade product that most people can produce in small quantities.

Dungeon decay would be good too.
Last edited by Robben_DuMarsch on Fri May 23, 2025 10:15 pm, edited 1 time in total.
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Re: Animal nodes moving was bad

Postby Dawidio123 » Fri May 23, 2025 10:14 pm

Robben_DuMarsch wrote:
azrid wrote:I think the idea is that you buy from others.
Trading my high q bones has been very nice this world.
More demand less availability means better outcome for people who hunt but don't participate in bone clay making.


I agree with Azrid.
This system is better than the old one (bot highest quality spot you can find), and better than RNG.

If it were RNG, it would just be a static bit spawner, and you wouldn't even bother to scout a node. You'd just bot mammoths, and to the extent possible cachalot and trolls. After that, only quantity would matter.

Right now, top level faction players have reason to trade and make friends with second ring players. They have a reason to trade them cutting tools for bone.

You don't know that because you are not a top level faction player. The system is same as before but more annoying. Every full moon you check each of your multiple mammoth traps and once you find a high quality you bot the SHIT out of it (or w/e other animal you find at high enough quality), also trolls which qualities also move iirc (same deal, don't mine in a node until the quality is good). Hermits don't get good enough tools/survi for a LONG time to get 400ql+ bones so the trade point is kinda eh (don't say you mean the one in a hundred body in a wolf den that will give 4 bones)
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Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Fri May 23, 2025 10:24 pm

You don't even know where I play right now Shaki, calm your panty twist before you give yourself a wedgie.

As to the relevant point:

There are players that exist somewhere on the continuum between faction level players and sprucecaps which are more than capable of getting survival and trading for cutting tools.

Just because you don't see any value in trying to foster relationships with them because you'd rather make 8 mammoth traps to increase your chance of getting bones every cycle doesn't mean the former isn't a valid strategy.
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Fri May 23, 2025 10:25 pm

I haven't seen a topQ bone, or even an axe good enough to harvest a topQ bone on the market in months, and I only say "in months" because I wasn't paying attention for the first month after it was built, so I can't say either way. Definitely not something average players are producing to sell in bulk.

Quality differences between fraction has been noticeably worse this world than the previous and I think it's predominately because bones are so atrociously hard to get this world, so the upper limit on how much time you can spend for an advantage has been bigger
Last edited by SnuggleSnail on Fri May 23, 2025 10:26 pm, edited 1 time in total.
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Re: Animal nodes moving was bad

Postby Dawidio123 » Fri May 23, 2025 10:26 pm

Robben_DuMarsch wrote:You don't even know where I play right now Shaki, calm your panty twist before you give yourself a wedgie.

As to the relevant point:

There are players that exist somewhere on the continuum between faction level players and sprucecaps which are more than capable of getting survival and trading for cutting tools.

Just because you don't see any value in trying to foster relationships with them because you'd rather make 8 mammoth traps to increase your chance of getting bones every cycle doesn't mean the former isn't a valid strategy.

I know exactly where you play right now, and i still maintain what i said. You shown your "abilities" during the siege, i think that's enough for us to judge your game level.

SnuggleSnail wrote:I haven't seen a topQ bone, or even an axe good enough to harvest a topQ bone on the market in months, and I only say "in months" because I wasn't paying attention for the first month after it was built, so I can't say either way. Definitely not something average players are producing to sell in bulk.

Quality differences between fraction has been noticeably worse this world than the previous and I think it's predominately because bones are so atrociously hard to get this world, so the upper limit on how much time you can spend for an advantage has been bigger

Pretty much this^, and to add to it, getting bones is atrocious and yet the best option is to bot the shit out of it because the few factions with top ql axe are not gonna sell any bones because of the stupid amounts you need. Idk how that mf is gonna claim it's an elegant solution that prevents botting :?
Last edited by Dawidio123 on Fri May 23, 2025 10:42 pm, edited 2 times in total.
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Re: Animal nodes moving was bad

Postby fallout » Fri May 23, 2025 10:28 pm

big herb big quality, big quality big animal. To hunt bear sized fast boars that I know are worth stopping the boat
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