Animal quality node randomization

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

Re: Animal quality node randomization

Postby Zentetsuken » Sat Oct 05, 2024 4:51 pm

I agree. Also, remove pvp.
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Re: Animal quality node randomization

Postby Ozzy123 » Sat Oct 05, 2024 4:52 pm

Audiosmurf wrote:I think it should be every full cycle of seasons, not every season switch period. Maybe every half-cycle.


That would be too long, I think the most healthy option would be having a few days to farm a hql spot if you find one, having like a month or idk how long the entire cycle is would be way too long
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Re: Animal quality node randomization

Postby losexd » Sat Oct 05, 2024 4:56 pm

+1

pog idea

w3 - AD
w6 - Shamanizma, LS Dragons Reach, AD
w7 - LS Old Monkey, LS Sakhalin, AD
w10 - Shamanizma
w12 - North Star, LS Midgard Island
W13 - Monke and LS Midgard
W15 - LS ☾ Moon Lake ☾
W16 - ???


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Re: Animal quality node randomization

Postby Audiosmurf » Sat Oct 05, 2024 5:01 pm

Ozzy123 wrote:
Audiosmurf wrote:I think it should be every full cycle of seasons, not every season switch period. Maybe every half-cycle.


That would be too long, I think the most healthy option would be having a few days to farm a hql spot if you find one, having like a month or idk how long the entire cycle is would be way too long

Yeah, I do think a month or 33 or 35 days or whatever the heck it is would be a little long, but 5 days is a little short. While I'm a no-lifer when I play, and it wouldn't impact me, I think changes like this should account for the fact that not everyone is. Maybe split it into half-cycles, like I said. Spring-summer and fall-winter, maybe, a short cycle and a longer cycle. (Quality distribution could even differ for different animals based on the cycle. Bears average higher in fall, rabbits in summer, etc.)

Idk. I do agree it should objectively be generally randomized instead of static over the course of the entire world, though I also have personal quibbles as I've always enjoyed using intel for barter.
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Re: Animal quality node randomization

Postby Nightdawg » Sat Oct 05, 2024 5:07 pm

Maybe something like 21 days, regardless of season?
Summer is 30 days but winter is 5
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Re: Animal quality node randomization

Postby terechgracz » Sat Oct 05, 2024 5:08 pm

Randomisation just before winter could be minor incentive to keep hunting.
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Re: Animal quality node randomization

Postby ChildhoodObesity » Sat Oct 05, 2024 5:13 pm

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
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Re: Animal quality node randomization

Postby Audiosmurf » Sat Oct 05, 2024 5:14 pm

Nightdawg wrote:Maybe something like 21 days, regardless of season?
Summer is 30 days but winter is 5

Oh yeah duh, the full cycle is like 47 or 50 or 53 days or something isn't it? Had my numbers fucked up. Maybe a static number like that is better, yeah, but would feel a bit too arbitrary to me if it was just completely divorced from anything diagetic, which is why I lean strongly towards tying it to seasons.
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Re: Animal quality node randomization

Postby fallout » Sat Oct 05, 2024 5:19 pm

What if there was a meteorite similar mechanic / dungeon mechanic,
No server wide message obviously, but there could be blood on the ground and scratch bark or other form of indications there's a big bear den nearby with much higher than average qualities.

I do agree set spawns is unfun, especially as the only spawns I could find were "in-use" most of the world
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Re: Animal quality node randomization

Postby DDDsDD999 » Sat Oct 05, 2024 5:31 pm

Sounds shit. You still leave a monitor bot on nodes. You just need to find a new node every [time interval].

Actually good idea: Turn nodes into set values for provinces. So in Province A every bear is Q150, moose are q100, in Province B every bear is Q250, moose are q50, etc. And make peak quality more frequent.

Or just make every animal a completely random q.
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