Animal nodes moving was bad

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

Re: Animal nodes moving was bad

Postby SnuggleSnail » Fri Jan 31, 2025 8:02 am

azrid wrote:Lets make it so bears are the last animals that give usable bone for bone clay and cap their q between min100 to max200.


I would be fine with that in theory, but IMO it's very bad for the game whenever livestock become relevant for industry. at the moment it takes somewhere in the region of 10-14 months for livestock to be better than wild bones, but MAYBE that doesn't even matter now with the axe hardcap. Too lazy to do the math.

Herding animals efficiently is such an egregiously cringe soul sucking activity that it shouldn't exist, let alone be the efficient way to grind industry. I would guess between 0-3 villages are doing animals anywhere near efficiently, and such a small minority of people shouldn't be given a big industry advantage.

I think bears, moose, lynxes, deer, wolves, and maybe dungeon kritters scaling infinitely with the world would be rly nice. A lot of people enjoy hunting, and it's always good to have a reason to leave the base.
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Re: Animal nodes moving was bad

Postby jock » Fri Jan 31, 2025 4:15 pm

SnuggleSnail wrote:
azrid wrote:Lets make it so bears are the last animals that give usable bone for bone clay and cap their q between min100 to max200.


I would be fine with that in theory, but IMO it's very bad for the game whenever livestock become relevant for industry. at the moment it takes somewhere in the region of 10-14 months for livestock to be better than wild bones, but MAYBE that doesn't even matter now with the axe hardcap. Too lazy to do the math.

Herding animals efficiently is such an egregiously cringe soul sucking activity that it shouldn't exist, let alone be the efficient way to grind industry. I would guess between 0-3 villages are doing animals anywhere near efficiently, and such a small minority of people shouldn't be given a big industry advantage.

I think bears, moose, lynxes, deer, wolves, and maybe dungeon kritters scaling infinitely with the world would be rly nice. A lot of people enjoy hunting, and it's always good to have a reason to leave the base.


Domestic animals should never be the best bones, going out hunting and actively playing the game should be. Straight up most wild animals need a scaling factor be it off the best cutting tool or via an increase every new moon. something that just makes them and the game feel progressing.
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Re: Animal nodes moving was bad

Postby mulamishne » Fri Jan 31, 2025 6:01 pm

I've said it once, and I'll say it again, squish the range. Don't make mammoths q80-400+, make them q200-300. 5x as a range is absolutely insane and unreasonable. Same with mining, q50 ore on l9 insane.
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Re: Animal nodes moving was bad

Postby MachineLegend » Fri Jan 31, 2025 6:46 pm

I feel like the bigger issue is the scale of bone clay needed for high q industry. Perhaps there is a more fun way to inject quality into high q clay, or to reduce the amount of bones needed for bone clay (perhaps making each craft give more?)
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Fri Jan 31, 2025 7:04 pm

That'd work on a smaller timeline, but once cutting tools get a bit higher finding any topQ bones at all is gonna be unrealistic for most people, let alone enough for kilns+smelters+anvil/hammer mold + do it again 5 times. I've only ever personally found one Q600+ node in like 7-8 years of playing.

I don't have the actual formula, obviously, so it's hard to communicate how genuinely rare finding topQ spots are but that shit is actually i n s a n e
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Re: Animal nodes moving was bad

Postby WowGain » Fri Jan 31, 2025 10:47 pm

mulamishne wrote:I've said it once, and I'll say it again, squish the range. Don't make mammoths q80-400+, make them q200-300. 5x as a range is absolutely insane and unreasonable. Same with mining, q50 ore on l9 insane.

I've made this same suggestion many times and I have no idea why it hasn't been implemented yet
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Re: Animal nodes moving was bad

Postby Nightdawg » Tue Feb 04, 2025 2:30 am

WowGain wrote:
mulamishne wrote:I've said it once, and I'll say it again, squish the range. Don't make mammoths q80-400+, make them q200-300. 5x as a range is absolutely insane and unreasonable. Same with mining, q50 ore on l9 insane.

I've made this same suggestion many times and I have no idea why it hasn't been implemented yet


You're not the only one. But it seems they're stuck on these cringe nodes, and the game has to suffer :roll:
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Re: Animal nodes moving was bad

Postby Dawidio123 » Tue Feb 04, 2025 11:04 am

Nightdawg wrote:
WowGain wrote:
mulamishne wrote:I've said it once, and I'll say it again, squish the range. Don't make mammoths q80-400+, make them q200-300. 5x as a range is absolutely insane and unreasonable. Same with mining, q50 ore on l9 insane.

I've made this same suggestion many times and I have no idea why it hasn't been implemented yet


You're not the only one. But it seems they're stuck on these cringe nodes, and the game has to suffer :roll:

+1, smaller range on everything, why the fuck is there 40ql malachite on -9, why can you find a mammoth that's like 6 times as bad as the top possible one.
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Re: Animal nodes moving was bad

Postby HingleMcCringle17 » Tue Feb 04, 2025 11:41 am

What if there was a way to track the Quality of a node through somthing other then seeing the animal killing it then checking it? Have animal scat piles appear in an area where the node is and allow a character to inspect the scale pile and return a message. "this scat appears to be from a (Animal Type) and (poor, good, excellent) healh" . Make it a credo reward for the Hunter Credo or have the abillity to see the scat piles be a combination of Perception and Survial.

Will this lead to botting..... most likely, but maybe it will strike a balance?
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Tue Feb 04, 2025 12:19 pm

what if it was just simple
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