Please calm down with the needless wounds

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

Re: Please calm down with the needless wounds

Postby Zentetsuken » Mon May 10, 2021 10:43 am

Kaios wrote:I have noticed that this world appears to be severely lacking in regular grassland biome


I have hermits in multiple areas of the map that are literally surrounded by grasslands, like TONS of grasslands, and I can see on the world map other incredibly massive areas completely packed with them. Sounds like you just settled in bad spot and need to explore more.
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Re: Please calm down with the needless wounds

Postby Kaios » Mon May 10, 2021 11:11 am

I'm referring to this type of grass: http://ringofbrodgar.com/wiki/Grass, other grasses like blue sod, cloud range, highground, etc. require a much higher per*exp to see yarrow.

I don't think you can even find yarrow on any of those grasses I listed so I'm not sure what type of grasses you mean.
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Re: Please calm down with the needless wounds

Postby Zentetsuken » Mon May 10, 2021 11:41 am

Kaios wrote:I'm referring to this type of grass: http://ringofbrodgar.com/wiki/Grass, other grasses like blue sod, cloud range, highground, etc. require a much higher per*exp to see yarrow.

I don't think you can even find yarrow on any of those grasses I listed so I'm not sure what type of grasses you mean.


I understood what you were referring to. There is a metric fuckton of "grass" in the world.

Also, I'm not convinced that what you say about other grasslands having high requirements is true.

Also, also, why are you whining about yarrow? It's not something people go to pick as you need it. Go pick it and then pot it and you have it forever, and if you have to go without it, most injuries that require yarrow heal pretty fast on their own. Seems like a really strange thing to be complaining about.
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Re: Please calm down with the needless wounds

Postby Kaios » Mon May 10, 2021 11:43 am

Ok sure, if it stops you from constantly complaining about my complaining then ya I agree with you.
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Re: Please calm down with the needless wounds

Postby WowGain » Mon May 10, 2021 2:03 pm

Bird Lung would be infinitely more bearable if it didn't happen literally every fucking time you dare to open a dovecote that's ever been occupied by a pigeon and it wasn't 30 something points of a wound that then takes 3 days to fully go away and has no treatment while also debuffing two of the most important stats in the game
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Re: Please calm down with the needless wounds

Postby VDZ » Mon May 10, 2021 2:10 pm

jorb wrote:
VDZ wrote:Then why not add cancer, heart attacks, muscle cramps while swimming and other random death mechanics? They happen in reality as well, gotta add that immersion. Why can we just give the command to saw boards, rather than having to slowly move our mouse back and forth every time we want to produce a single board?


Some good ideas in there. Glad that we can have a sensible discussion on this, and avoid the hyperbole. :thumbsup:

I am not saying the wounds are equivalent to cancer. What I'm saying is that the same arguments you're using to defend those wounds would also apply to theoretical wounds like cancer, a deliberate hyperbole to give an example that nobody would want but would be fine if judging strictly by the given arguments, in order to highlight that the arguments themselves have flaws. If this kind of wound is inherently unfun on a large scale, how is it not also inherently unfun on a smaller scale?

(Also, I am not one of them, but some players do see these wounds as equivalent to cancer, committing suicide if it happens on a recent character as it's faster to rebuild the character than it is to wait for the wounds to heal sufficiently for the character to not be crippled.)
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Re: Please calm down with the needless wounds

Postby Zampfeo » Mon May 10, 2021 2:30 pm

abt79 wrote:
jorb wrote:Do you have a better suggestion for how that could work?

Crabs are perhaps a bit much.


Counterplay. Smoking out beehives/skeps, some special ointment/swatter for midges, etc.

People place mine supports to avoid wounds, don’t see why other “cost of doing business” wounds should be any different


This.

We need more preventative ways to deal with wounds. Technological advances that would make doing all of this on a main not a big deal. Right now, they're reactionary and that makes them boring, tedious, one-dimensional, predictable, etc. It ends up encouraging alt abuse in most cases.

Bee sting -> prevented by smoke or some other tool
Midge bite/Sand flea bite -> bug repellant cream
Seal finger/crab caressed/jellyfish sting/chopping blocks/quill'd -> gloves 100% prevention
Bird lung/Coaler's cough/Quicksilver poisoning -> cloth mask

The wounds for combat/cave-ins work perfectly fine. They're a consequence for missplay. The wounds for optional mechanics that you wouldn't want to alt are fine (bum burn, pipe wheeze, dragon bite). It's the above wounds that can be avoided by using an alt that are problematic. It just adds tedium. Alt abuse shouldn't be a "cost of doing business".

Side note: I like that alchemy is a later game way to play doctor. Being able to make a concussion potion is very cool. I think a surgery mechanic to deal with stuff like Something Broken in a similar manner late game would be a great addition.
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Re: Please calm down with the needless wounds

Postby jorb » Mon May 10, 2021 7:27 pm

VDZ wrote:judging strictly by the given arguments


Sure, if you extrapolate them wildly to some unnuanced absurdity. The point I made is that they are not completely arbitrary, not that everything that is "realistic" should be in the game.

I am not going to say that the "I'll just alt that"-argument has no bearing, because I think it does, but I also do not think it a conclusive argument. I want the survival aspects of things like beestings and whatnot when I play solo and without alting.

I agree that counterplay is a good thing.

Oh well, will consider, I guess.
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Re: Please calm down with the needless wounds

Postby Liss12 » Tue May 11, 2021 8:24 am

jorb wrote:
VDZ wrote:judging strictly by the given arguments

I want the survival aspects of things like beestings and whatnot when I play solo and without alting.

See, there is a problem. Doves aren't essential to survival, they are just a curiosity and roleplay gimmick. Best survival strategy would be to never interact with this entire mechanic and this is not good.
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Re: Please calm down with the needless wounds

Postby Apocoreo » Wed May 12, 2021 4:29 pm

jorb wrote:
VDZ wrote:Then why not add cancer, heart attacks, muscle cramps while swimming and other random death mechanics? They happen in reality as well, gotta add that immersion. Why can we just give the command to saw boards, rather than having to slowly move our mouse back and forth every time we want to produce a single board?


Some good ideas in there. Glad that we can have a sensible discussion on this, and avoid the hyperbole. :thumbsup:


I don't think this is hyperbole man. I've read you making this joke/sarcastic comment 4 or 5 times now; about adding features clearly unwanted. You added malaria, I'm kind of expecting more diseases with dread. I understand swamp fever seemed to at least to have the mechanical purpose in keeping people form settling swamps early. However, in my time playing solo in w11 I didn't really get excited over struggling to survive against my own bees.

More to the point, is this game targeted at solo players, or players who will:
be able to organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires.


... as the about page says?
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