Remove local pools

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

Re: Remove local pools

Postby jock » Tue May 06, 2025 2:18 pm

Realm bonuses should give larger local pools and increase volume on things and their quality. Making it all easier and more abundant at the world progresses.
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Re: Remove local pools

Postby vatas » Fri May 30, 2025 11:31 am

Most useful realm buff for this feature would be something like "resource pool gravity increased by X percent" which (assuming my suggestion about pool overflow is implemented) causes pools, affected by the buff, to be prioritised over the non-buffed pools, to a certain degree when it comes to allocating the overflow.
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Re: Remove local pools

Postby SnuggleSnail » Fri May 30, 2025 11:38 am

What upside is there for it existing?
What upside is there for overcomplicating it?
What upside is there for letting people like me control it with realms? You know we're going to be assholes about it given the chance.

Just remove it. Leave it for pearls/truffles if you rly must.
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Re: Remove local pools

Postby Dawidio123 » Fri May 30, 2025 2:28 pm

SnuggleSnail wrote:What upside is there for it existing?
What upside is there for overcomplicating it?
What upside is there for letting people like me control it with realms? You know we're going to be assholes about it given the chance.

Just remove it. Leave it for pearls/truffles if you rly must.

(remove truffles)
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Re: Remove local pools

Postby jock » Fri May 30, 2025 6:01 pm

Dawidio123 wrote:
SnuggleSnail wrote:What upside is there for it existing?
What upside is there for overcomplicating it?
What upside is there for letting people like me control it with realms? You know we're going to be assholes about it given the chance.

Just remove it. Leave it for pearls/truffles if you rly must.

(remove truffles)

(Remove snail) The game improves.
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Re: Remove local pools

Postby Robben_DuMarsch » Fri May 30, 2025 8:07 pm

jock wrote:(Remove snail) The game improves.


Local pool everything in the entire game and Snail may quit. That'd be pretty funny.

Unironically though, not guaranteeing plentiful access to resources isn't necessarily a bad thing. This isn't a MOBA, we don't need strict competitive parity.

Imagine this: At world Gen, every region had different rolls for local pools, scaling them from 50% production to 300%. This information is kept server-side, and it could be inferred only from the prevalence of local pooled resources gathered. It would be a huge burden to set up bots in multiple regions (like it is now, which is why Snail hates this and local resources being relevant), much less ones optimized for specific resource production. In a relatively short world it'd hardly be worth the effort, as you'd need to scout areas, and a bot in one area may only efficiently gather a few resources.

Local pools, following these principles, should be extended to all sorts of animals, everything from ants to trolls. It could reasonably be extended to other things as well.

No longer will simply having access to a tile type guarantee full access to everything that tile type can generate. Having good relationships with distant neighbors would provide good utility.

This can also be distinguished from other local systems like crop quality nodes, which entirely deny access to competitive quality crops. This proposal wouldn't stop you from getting resources, just limit them in quantity.
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Re: Remove local pools

Postby OIchi » Fri May 30, 2025 9:03 pm

Robben_DuMarsch wrote:
jock wrote:(Remove snail) The game improves.


Local pool everything in the entire game and Snail may quit. That'd be pretty funny.

Unironically though, not guaranteeing plentiful access to resources isn't necessarily a bad thing. This isn't a MOBA, we don't need strict competitive parity.

Imagine this: At world Gen, every region had different rolls for local pools, scaling them from 50% production to 300%. This information is kept server-side, and it could be inferred only from the prevalence of local pooled resources gathered. It would be a huge burden to set up bots in multiple regions (like it is now, which is why Snail hates this and local resources being relevant), much less ones optimized for specific resource production. In a relatively short world it'd hardly be worth the effort, as you'd need to scout areas, and a bot in one area may only efficiently gather a few resources.

Local pools, following these principles, should be extended to all sorts of animals, everything from ants to trolls. It could reasonably be extended to other things as well.

No longer will simply having access to a tile type guarantee full access to everything that tile type can generate. Having good relationships with distant neighbors would provide good utility.

This can also be distinguished from other local systems like crop quality nodes, which entirely deny access to competitive quality crops. This proposal wouldn't stop you from getting resources, just limit them in quantity.


tldr. idea of increasing local pools in random areas, but making it so people can't tell if they are in a good or bad area unless they bot excessively. On top of that gating more things with this unfun system.

Terrible idea that at best will change nothing with the chance of making game more tedious.
Vatas's idea is just as bad, leting realms control and abuse said pools...

Bigger pools in specific areas might actually be good idea given everyone knows where. could create more contested but richer zones and a worse but safer zones on the map.
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Re: Remove local pools

Postby Robben_DuMarsch » Fri May 30, 2025 9:31 pm

OIchi wrote: at best will change nothing with the chance of making game more tedious.


I absolutely acknowledge expanding and adding significant variance to local pools would be a bad system if your idea of fun is one that is rigidly bound to the idea that you should be able to do everything optimally from a single village in a closed economy. It's even worse if you rely on bots in that closed economy to produce a disproportionate amount of your goods, as local pools are one of the few systems that makes botting significantly more burdensome.

On the other hand, if implemented aggressively, it might actually change the "meta" from having a single village closed economy using bots to one where trade and coordination is essential because it has become too burdensome for any single village to set up enough bots to get access to everything they need in unlimited (or even sufficient) quantities. This would imply less tedium, because it would shift the optimal way of playing from "check discord for pings from bot alerting me that X has spawned, log in to gather X or to manage cupboard full of X, depending on resource" to one where you're actually playing the game, exploring, and trading with others.
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Re: Remove local pools

Postby OIchi » Fri May 30, 2025 10:51 pm

Robben_DuMarsch wrote:On the other hand, if implemented aggressively, it might actually change the "meta" from having a single village closed economy using bots to one where trade and coordination is essential because it has become too burdensome for any single village to set up enough bots to get access to everything they need in unlimited (or even sufficient) quantities. This would imply less tedium, because it would shift the optimal way of playing from "check discord for pings from bot alerting me that X has spawned, log in to gather X or to manage cupboard full of X, depending on resource" to one where you're actually playing the game, exploring, and trading with others.


I'm unable to see it working this way in any capacity no matter the changes. What I can see is small groups simply suffer and big groups botting over larger areas or creating satellite villages where they set up the bots.
and Hey, even without bots experienced players will just teleport around and collect more of any single resource than 10 hermits combined. Still no trade.
It could probably be described as "exploring" but what kind of pooled resources are actually necessary for progression? It's nice to haves, almost all if not all of it.
In the end having to regularly check 10 places instead of 1 is more tedious as far as I'm concerned.

Keep in mind that bots are more likely to take something out of the pool, so while things are more burdensome overall, it does seem to affect regular players as much if not more than bots.
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Re: Remove local pools

Postby Robben_DuMarsch » Sat May 31, 2025 12:11 am

OIchi wrote:Keep in mind that bots are more likely to take something out of the pool, so while things are more burdensome overall, it does seem to affect regular players as much if not more than bots.


I disagree.
Players are going to be travelling naturally through multiple provinces and interacting in the world in a way that bots will not.
Sure, there are barnacle spotting bots that follow shallow water tiles and have the minimum perc*explo necessary to spot barnacles, making them largely disposable. But they just exist to ping to draw a true character when they spot the barnacles.

But they aren't walking around with a couple hundred survival killing bears and mooses in combat kits, which is the sort of behavior you'd probably see in early-mid game if animal nodes became local pooled. There's some skin in the game then - optimal gathering will require a properly statted and kitted character, which makes it non-disposable, and it'd be traveling through provinces in a way that would render it vulnerable to being ganked.

It just wouldn't be viable to use roaming spotting bots to ping for some random bear 4k tiles away. There are other things you could local pool to cause a similar outcome.
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