Animal nodes moving was bad

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Re: Animal nodes moving was bad

Postby Nightdawg » Fri May 23, 2025 10:58 pm

Quality nodes are still shit.
Remove them, make it random.
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Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Fri May 23, 2025 11:12 pm

Dawidio123 wrote:Idk how that mf is gonna claim it's an elegant solution that prevents botting :?


I didn't say it prevented botting, I said it was more difficult. Does talking with me make you angry? Anxious? I don't think what I said was too hard to follow. But let me dumb it down more for you if that will help.

8 traps for a *chance* at usable bones a cycle is significantly more effort to set up and bot. In theory, you could cover every mountain tile of the world and just bot the best mammoth. It's certainly not impossible.

But it's a lot harder than before. The shift is creating real scarcity for high quality bones, which means they are a commodity with value to factions. I understand that is making some people unhappy, because they don't like not having a clear path to everything they need in unlimited quantities with little effort.

Let's examine the below proposition:

SnuggleSnail wrote: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


Snail has claimed that the quality difference between factions is greater this world than previously. He blames bone scarcity.

I know that all the factions mammoth and angler bot. Why is there a difference in quality? It's difficult to bot to ensure reliable access to top quality.

One could argue that this just means you need to "bot even harder." There's truth there if you want to be top quality. But this is still *better for the average player.* Why? Because bone scarcity is real. The average player can get bones which has *value* to botters, and can trade that for access to goods.

tl;dr This system clearly makes it more laborious to stay at the top. But it functionally gives middle tier players a worthwhile commodity to trade, so it lessens the economic disparity between faction and mid tier players by giving them some purchasing power.
Last edited by Robben_DuMarsch on Fri May 23, 2025 11:15 pm, edited 1 time in total.
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Re: Animal nodes moving was bad

Postby Dawidio123 » Fri May 23, 2025 11:15 pm

Robben_DuMarsch wrote:The average player can get bones which has *value* to botters, and can trade that for access to goods.

wrong.
You can put it in as many paragraphs as you want. The AVERAGE player absolutely cannot get bones which have value. The average player doesn't grind nearly enough to get hql bones and certainly doesn't throw tokens to buy a good axe. If faction players have difficulties getting bones how do you expect an average player get enough of them to be worth trading for.

Every node system will involve botting. Full rng, static nodes or this shit we have right now. And I think you should prioritize an average player ability to get good bones over if the big faction boys will bot it. Also mammoth are botted regardless of the system because of decent quality on average mulch mats. Who cares if you can sometimes get high quality bones instead of constant low quality bones in the same moon cycle (unless you get lucky and get a good node).
Last edited by Dawidio123 on Fri May 23, 2025 11:19 pm, edited 1 time in total.
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Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Fri May 23, 2025 11:18 pm

Dawidio123 wrote:
Robben_DuMarsch wrote:The average player can get bones which has *value* to botters, and can trade that for access to goods.

wrong.
You can put it in as many paragraphs as you want. The AVERAGE player absolutely cannot get bones which have value. The average player doesn't grind nearly enough to get hql bones and certainly doesn't throw tokens to buy a good axe.


Wrong.
Take some shitter from Maze's group, give them an axe on the promise of them giving you bones in the future, you'll probably get some usable bones.
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Re: Animal nodes moving was bad

Postby Nightdawg » Fri May 23, 2025 11:19 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 11:20 pm

Robben_DuMarsch wrote:
Dawidio123 wrote:
Robben_DuMarsch wrote:The average player can get bones which has *value* to botters, and can trade that for access to goods.

wrong.
You can put it in as many paragraphs as you want. The AVERAGE player absolutely cannot get bones which have value. The average player doesn't grind nearly enough to get hql bones and certainly doesn't throw tokens to buy a good axe.


Wrong.
Take some shitter from Maze's group, give them an axe on the promise of them giving you bones in the future, you'll probably get some usable bones.

Okay how is this a good system for 99% of the playerbase? Do you think you can give 99% of the playerbase the same axe and reasonably expect top quality bones? And how do you expect maze group to get those bones if not by botting the nodes same as everyone else?

Is your point, the system is good because it allows me to delegate botting to other people by giving them an axe?
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Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Fri May 23, 2025 11:22 pm

Dawidio123 wrote:
Robben_DuMarsch wrote:
Dawidio123 wrote:wrong.
You can put it in as many paragraphs as you want. The AVERAGE player absolutely cannot get bones which have value. The average player doesn't grind nearly enough to get hql bones and certainly doesn't throw tokens to buy a good axe.


Wrong.
Take some shitter from Maze's group, give them an axe on the promise of them giving you bones in the future, you'll probably get some usable bones.

Okay how is this a good system for 99% of the playerbase?


Because 99% of the player base is capable of being taught by experienced faction players to be at least as capable as the average Maze shitter.

They don't have to be out of the box capable of doing so. But the fact that developing other players can benefit factions is good for the game, in that it incentivizes helping players rather than treating them as human punching bags.
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Re: Animal nodes moving was bad

Postby Dawidio123 » Fri May 23, 2025 11:25 pm

Robben_DuMarsch wrote:Because 99% of the player base is capable of being taught by experienced faction players to be at least as capable as the average Maze shitter.

Broski, most players play a few hours per day AT MOST, the chance of them getting a reasonable amounts of hql bones is close to 0, no matter how much you mentor them just because of how fucking rare they are in the current system. You can do the same thing in the fully random qualities system with a range squeeze, and they'll probably do better on average.
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Re: Animal nodes moving was bad

Postby Nightdawg » Fri May 23, 2025 11:25 pm

holy fucking shit you retards are the reason jorb says "cAcOpHoNy" whenever he won't fix anything in this dogshit game

shut the fuck up

Quality nodes are still shit.
Remove them, make it random.
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Re: Animal nodes moving was bad

Postby AriZona » Sat May 24, 2025 12:59 pm

Nightdawg wrote:holy fucking shit you retards are the reason jorb says "cAcOpHoNy" whenever he won't fix anything in this dogshit game

shut the fuck up

Quality nodes are still shit.
Remove them, make it random.


If you shitting players, devs, and the game so much - why are you still here (?, Lonely? Nobody talks to u?)

Migrating animal nodes are fine. If you would do your homework, there is no difference in statistical outcome if your attention span longer than few weeks within this game. Moving nodes are same as random but with a chance to tap into quality location for bit. Otherwise purely random may lead you on a RNG goose chase :)
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