Quality Node Drift Thread

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

Re: Quality Node Drift Thread

Postby vatas » Tue Mar 23, 2021 10:37 am

Questing discussion from previous page


At least they fixed inland quest givers increasing local whale/seagull quality node...
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Re: Quality Node Drift Thread

Postby Nightdawg » Tue Mar 23, 2021 2:39 pm

Fish stuff is good as it is. You don't get quality 700 fishes for god's sake.
It's the big stuff that matters. Whales > Mammoths > Orcas(?) > Cave Anglers > Moose > Bears
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Re: Quality Node Drift Thread

Postby DDDsDD999 » Tue Mar 23, 2021 3:37 pm

Sounds bad and pointless
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Re: Quality Node Drift Thread

Postby LunariusH » Tue Mar 23, 2021 4:20 pm

beardhat wrote:In the latest stream, Jorb and Loftar talked about changing quality nodes so they drift.

Lets talk about that.

My two bits
-Static resources should have static nodes: Stone, Clay, Ore, Sand, Water, Dirt ect.
-Foragable nodes should drift after every winter
-Animals nodes should drift every season as if they're "migrating"
-Fish nodes should drift every night.


I'm very enthusiastic about seeing this implemented and largely agree about static resources. Not sure about Fish Nodes shifting every night, figure they should be treated like Animal nodes.
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Re: Quality Node Drift Thread

Postby VDZ » Tue Mar 23, 2021 6:26 pm

MagicManICT wrote:and the current +1q rewards for quests are pretty meh.


I always find them very disappointing. I can understand them being beneficial for larger villages active in the entire larger area, but as a hermit it practically always involves an insignificant quality increase for a resource I don't care much about in an area I rarely ever visit. It's basically 'sorry bro, no reward today'. Either the node quality increase should be linked to some other mechanic, or the quality increase reward should be in addition to an actual proper reward.
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Re: Quality Node Drift Thread

Postby Ysh » Tue Mar 23, 2021 6:40 pm

After ponder this myself I think maybe some degree of drift for some subset of resource is not bad idea. It should not happen so quickly, or it will devolve into situation where human player receives effectively arbitrary quality while machine player can map out current nodes with great speed. But I think if goal is for worlds to become reset less and less over time, with static node there is no wonder of discovery after worlds persist for some time. Once I am knowing that mushroom in area is low quality, I will never harvest mushroom there again. Exploring world and mapping node is exciting to me in moderation, but tedious if I must do it too much.
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Re: Quality Node Drift Thread

Postby vatas » Tue Mar 23, 2021 6:43 pm

VDZ wrote:
MagicManICT wrote:and the current +1q rewards for quests are pretty meh.


I always find them very disappointing. I can understand them being beneficial for larger villages active in the entire larger area, but as a hermit it practically always involves an insignificant quality increase for a resource I don't care much about in an area I rarely ever visit. It's basically 'sorry bro, no reward today'. Either the node quality increase should be linked to some other mechanic, or the quality increase reward should be in addition to an actual proper reward.

Big agree.
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Re: Quality Node Drift Thread

Postby Nightdawg » Tue Mar 23, 2021 6:57 pm

VDZ wrote:
MagicManICT wrote:and the current +1q rewards for quests are pretty meh.


I always find them very disappointing. I can understand them being beneficial for larger villages active in the entire larger area, but as a hermit it practically always involves an insignificant quality increase for a resource I don't care much about in an area I rarely ever visit. It's basically 'sorry bro, no reward today'. Either the node quality increase should be linked to some other mechanic, or the quality increase reward should be in addition to an actual proper reward.


They exist just so there are bad quest rewards too. RNG fun
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Re: Quality Node Drift Thread

Postby Zampfeo » Tue Mar 23, 2021 10:04 pm

What's the point in finding a high quality node, claiming it, building defenses, and protecting it if it's just going to move at some point? What's the point in attacking said claim if you can just wait for it to drift away? Is this some kind of way to enforce equality? Because I think the majority of fun player interactions come from inequality: people being forced to get high quality resources through trade, conquest, or exploration. If I can't build a town over a node, I might as well just build a vault to store my hearth and valuables and be a nomad. My greatest memories in HnH are because I had access to a high Q water node. It enabled trade and it drew attention from people that wanted it for themselves.
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Re: Quality Node Drift Thread

Postby Ysh » Tue Mar 23, 2021 10:07 pm

Zampfeo wrote:What's the point in finding a high quality node, claiming it, building defenses, and protecting it if it's just going to move at some point? What's the point in attacking said claim if you can just wait for it to drift away? Is this some kind of way to enforce equality? Because I think the majority of fun player interactions come from inequality: people being forced to get high quality resources through trade, conquest, or exploration. If I can't build a town over a node, I might as well just build a vault to store my hearth and valuables and be a nomad. My greatest memories in HnH are because I had access to a high Q water node. It enabled trade and it drew attention from people that wanted it for themselves.

There would be none. I suspect this is why no men are advocate for all nodes to drift, only some subset.
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