Animal nodes moving was bad

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

Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Sat May 24, 2025 7:19 pm

Killface wrote:
Robben_DuMarsch wrote:Several stabs in the dark, only one close


So, as I suspected, you have no fucking clue and IMMEDIATELY resort to ad hominems. Gotcha.


Trolls. "Close" lol.
What, did you want some magic buzzwords involving farming them?
This isn't some secret technique.

This is a thread about animal nodes and we were discussing when the game wasn't dead.
"Ad Hominems" - You come into this thread, as a person who hasn't been involved in real faction shit for what.... a decade, and ask if I know something that's fundamental to dead world grind, implying I'm a newb.
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Re: Animal nodes moving was bad

Postby DonVelD » Sat May 24, 2025 8:55 pm

i didnt think the day would come, but i have to agree with killface

as for the no. 1 nobody contest - killface has been involved with faction shit like 2 years before you came back (also after 10 years) so i think you're the winner in that regard

you also win the no. 1 hypocrisymaxxer award
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Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Sat May 24, 2025 9:25 pm

If Killface has been involved in faction shit you must be really liberally defining what qualifies as faction shit, or he's just some random who I wouldn't recognize.
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Re: Animal nodes moving was bad

Postby DonVelD » Sat May 24, 2025 10:05 pm

my brother in christ, you call tardwrangling 50 hermits faction shit, isnt the bar lower than what i define it?

still i'd call you a bigger nobody since killfaces group has been involved with ozzys shenanigans for like two/three worlds then they split

but yeah surely if mr recognizable mcgee doesnt know him that means everyone doesnt know him

getting purely negative attention doesnt mean youre a somebody
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Sat May 24, 2025 10:36 pm

IMO Trollex is easily one of the top 5 most autistic grinders in the game. He unironically wants infinite anvil spiraling back. He either half quit or full quit haven to grind collection logs in OSRS, which last time I checked took 23 years to complete if you play hyper-efficiently 16 hours/day.

If that motherfucker is in this thread saying it's too hard to get topQ bones then it's not even in the ballpark of reasonable to get topQ bones.
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Re: Animal nodes moving was bad

Postby ulbu » Mon May 26, 2025 7:09 am

Tbh I see some point in moving quality nodes, just not in current implementation, where they're back in like 2 weeks or something. But all hands for bigger chance of randomly finding better Q animal, even if this means it's never there again. It's hunter content: top Q animal finding should be hard, but it shouldn't be THAT hard.
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Re: Animal nodes moving was bad

Postby OIchi » Mon May 26, 2025 11:39 am

I don't really see an issue with topQ bones being "too hard" to farm. Overall ql just goes down a little.
It's way better than incentivizing setting up bots and farming hql animals in the same spot for the duration of the world.
I'm pretty sure there are less bots being set up, since not everyone wants to bother setting them up for a week or two. I'd say we got closer to the intended goal.
I'd love for devs to cut the top rolls too, so for example instead of getting q60-400 from bears you would only get q60-200.
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Re: Animal nodes moving was bad

Postby animary » Wed Jun 04, 2025 3:32 pm

Rather than having nodes, use percentages. For example, of 100 animals 70 would be average (scaling as they do now), 25 would be 3-5 times that q, and 5 could be 10x that q. This would be worldwide, so you would have to get out and hunt for those high q animals (if the average boar was q80, then 5% of boars could be as high as q800, but that 5% would be scattered throughout the world). Respawns would work normally, so you never know where or when you will encounter "the good stuff". The average rpg player would be content with normal animals and an occasional higher q, the top level folks will have to truly hunt.
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Re: Animal nodes moving was bad

Postby Nightdawg » Wed Jun 04, 2025 5:41 pm

animary wrote:Rather than having nodes, use percentages. For example, of 100 animals 70 would be average (scaling as they do now), 25 would be 3-5 times that q, and 5 could be 10x that q. This would be worldwide, so you would have to get out and hunt for those high q animals (if the average boar was q80, then 5% of boars could be as high as q800, but that 5% would be scattered throughout the world). Respawns would work normally, so you never know where or when you will encounter "the good stuff". The average rpg player would be content with normal animals and an occasional higher q, the top level folks will have to truly hunt.


Damn, look at this AMAZING and VERY GOOD idea.
+1

Why aren't we doing this?
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Re: Animal nodes moving was bad

Postby Girth » Wed Jun 04, 2025 7:17 pm

im a new player, first world and all, so my impressions are discard-able.... none-the-less i'll offer my 2 cents:

I have had to explain to my friends probably 5-6 times why they need to stop asking for bone products unless they are going to help me hunt. i am NOT spending a millennia hunting hundreds of animals, sampling every single node across the map for weeks just to make them compost bins. I was completely fucked for luck for about 3 whole weeks. highest q i found was like 165 then.... when the operating minimum for the craft was 240q (being generous, not ambitious here). i have seen 270q bones once, ever. I have seen bones over 250 probably about 5-6 times in total? I cant know what the intention is. but I've bitched about this in another thread already. these nodes just contribute to an outrageously low "average world quality". where bones constitute the barrier for kilns, everything is impacted. and the world is more shortly lived for it as the total investment for crafting skills becomes too low. tongue-in-cheek: "the crafting skill investment cap is 150". my friends are bored waiting on bones to spawn. i think its fair to say that we all are.

Robben_DuMarsch wrote:
One could argue that this just means you need to "bot even harder." There's truth there if you want to be top quality. But this is still *better for the average player.* Why? Because bone scarcity is real. The average player can get bones which has *value* to botters, and can trade that for access to goods.


these notions of "incentive for trade" by Robben Dulolecow are unfounded because of gatekeeping behavior that I observed numerous times in this world. Bones are the gateway to accomplishing the very heights of Q related stuffs and you need really large investments to capitalize on them at all. Hypothetically, after finally hitting the motherlode node of bone farming. say you get some insane 400q mammoth spawn... why would you tell anyone? why would you sell them ever?? you will likely never see this Q again, or at least not for months. Nah, you sell tools for tokens only. there's no price that can be paid in-game that is worth giving up your greatest competitive advantage otherwise. and that's what I have always seen. the top tier stuff will always be gated behind a token trade because it is the peak and having the tool circumvents weeks or months of careful planning. i dont blame anyone for doing this either. you won the jackpot, cash it in.

Secondly, stating that a system incentivizes even more botting and that this fact somehow makes it better for non-faction/non-botters(?) does not help your point. Actually, it makes you sound insane. if the point of a implemented system is to reduce the incidence of a specific activity(botting), and the system causes an increase in that activity(yes, more botting), then it is a bad system. Robben, can you please advocate for an even more entrenched opinion about how roaming animal nodes are good and how to make them even wor-... better?

animary wrote:Rather than having nodes, use percentages. For example, of 100 animals 70 would be average (scaling as they do now), 25 would be 3-5 times that q, and 5 could be 10x that q. This would be worldwide, so you would have to get out and hunt for those high q animals (if the average boar was q80, then 5% of boars could be as high as q800, but that 5% would be scattered throughout the world). Respawns would work normally, so you never know where or when you will encounter "the good stuff". The average rpg player would be content with normal animals and an occasional higher q, the top level folks will have to truly hunt.


it really can be this simple: function of increase time spent = increase chance of resource get. no need to trawl the world endlessly and make an exhausting catalogue of spots to methodically check every moon cycle. generally, i can appreciate the depth of what is required out of most activities in the game, but then again, what is the function of making 400q bones rarer than 400q rocks? am i supposed to believe that rocks should migrate around and change their values too? making mining work like this would be hilarious and disruptive, ultimately diminishing any sort of progression that a player could make. Threads would be full of stockholm'd neurotics making the same arguments for it too. a very free way to make the forums more active.
another stupid day of my worthless hermit life
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