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 » Wed Jun 04, 2025 10:29 pm

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


Welcome.

Girth wrote:these notions of "incentive for trade" by Robben Dulolecow are unfounded because of gatekeeping behavior that I observed numerous times in this world.


Lol. You can develop a trade relationship or you can sell your bones on the market. As you can tell in this thread, these bones are very much in demand by factions. I'm not sure if your late January join date is a reflection of your true start date, but if it is, you unfortunately likely missed the most active period for factions and only caught the tail end of reasonable market availability.

Earlier it would have been quite easy to sell reasonable quality bones and make coin that could have been in reinvested into better tools. Better yet, doing this can easily get you access to tools and other goods much higher quality than you likely would have been able to produce yourself, like some veteran hermits mentioned earlier in this thread.

That said, just because you felt gate kept doesn't mean everyone was. There are ways to avoid that. If you feel the gate keeping is unfair, I highly suggest you come up with a few additional creative pejoratives for me, and either Snail or Shaki will probably pick you up pretty quickly.

Girth wrote: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?


I'll chalk this misunderstanding up to you being new and you don't know how mining works, rather than "dumb."

Unlike mining nodes, animals are an infinitely renewable resource. Once you empty out your top quality node of coal, it's gone. You need to look for a new one.

Bones and mining spiral are never going to be apples to apples, because you can use any quality of iron ore to spiral, but this change introduced more parity between the two.

If the system was reverted, we'd go back to farming our best quality spot until it became troll time. If the system was random quality, it'd just be botting on overdrive: Getting quality of bones could be done anywhere, any tile, at any time. It'd simply be a function of quantity.
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Thu Jun 05, 2025 2:26 pm

A lot of what you're saying is either explicitly or implicitly wrong, but it's mostly all beside the point anyway.

If 4 large black men barged into my house and held a gun to my head in 9/10 cases I couldn't find one (1) topQ bone within a month, with it getting progressively rarer as the world goes on. A full industry upgrade costs 600 or 700 bones, and there are times when you want to do multiple full industry upgrades in a week. There are times when reasonable people might disagree about something being too grindy, but this is not one of those cases. You can only say the current rate of bone acquisition is good or you're uninformed or lying.

I'm all for overly long retarded grinds only 3 people will ever do, but the rewards for those grinds should not be things that give a large advantage in practically every aspect of the game as industry does. One village having industry far above everybody else has the potential to ruin both trade and PVP, which are two of the more important things to be somewhat balanced.
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Re: Animal nodes moving was bad

Postby OIchi » Thu Jun 05, 2025 7:51 pm

I like moving nodes better than stationary ones.
I'd love for nodes to be removed completely, replaced with simple random animal quality.
But the change I really want to see is the reduced animal quality range.

Easier or harder for bots? Who cares at this point? It's either bots killing animals in areas specified by the game or in area chosen by player. Pretty much the same thing.
Just lower the top ql, it won't solve the problem but will reduce it's impact.
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Re: Animal nodes moving was bad

Postby Robben_DuMarsch » Thu Jun 05, 2025 8:09 pm

SnuggleSnail wrote:A lot of what you're saying is either explicitly or implicitly wrong, but it's mostly all beside the point anyway.

If 4 large black men barged into my house and held a gun to my head in 9/10 cases I couldn't find one (1) topQ bone within a month, with it getting progressively rarer as the world goes on. A full industry upgrade costs 600 or 700 bones, and there are times when you want to do multiple full industry upgrades in a week. There are times when reasonable people might disagree about something being too grindy, but this is not one of those cases. You can only say the current rate of bone acquisition is good or you're uninformed or lying.

I'm all for overly long retarded grinds only 3 people will ever do, but the rewards for those grinds should not be things that give a large advantage in practically every aspect of the game as industry does. One village having industry far above everybody else has the potential to ruin both trade and PVP, which are two of the more important things to be somewhat balanced.


Why do the men need to be black SnuggleSnail? Care to explain yourself?




Also you are vastly overstating the advantage a faction in PvP gets from the quality boost that comes from them grinding more bones. By the time cutting tools get high enough that bones become hard to produce, the quality curve renders the difference in actual output less important.

Even the difference between a q350 and q300 B12 is only about 8% damage.
If we assume the character swinging both has 700 strength, that damage difference becomes only about 4%. The primary damage being done here is to your psyche from the cognitive dissonance that comes from not having optimal shit without trading.
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Fri Jun 06, 2025 7:20 am

idk why I'm replying since I know you're being disingenuous and jorbtar won't read this, but:

  • psyche is important, the purpose of the game is like fun or art or being enjoyable or some shit
  • it's hyperbolic and intentionally misleading to call it "just 8% damage", if I were to be equally hyperbolic I could find the exact breakpoint in openenings where having static AC makes a 8% damage modifier results in your hit doing ~72% more SHP damage
  • It's not just damage, it's AC, hunger reduction, fep modifiers, food quality - literally everything quality impacts, AKA actually just everything
  • The difference will be bigger at certain points of the world with funi breakpoints
  • The difference between a Q350 stone axe and a Q300 stone axe on the market is like 2 tokens vs. literally worthless
  • Some people just like to compete on quality as their entire end game, and they should not be excluded for no reason
  • I've played this game for like 10 years and I've literally never seen topQ gear being sold

There is universal consensus that everybody wants topQ bones to be more common, and there is practical evidence that everybody is right about what they want because they were more common earlier this world when top bones were like Q200 and everybody was happy with it. It's kinda rare that you can be """objectively correct""" about a subjective topic but this is the those cases. Yaboi is just doing a cacophony to be annoying or because he thinks trollex will super outgrind everybody next world which will be good for him or something.
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Re: Animal nodes moving was bad

Postby azrid » Fri Jun 06, 2025 11:01 am

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.

They just need to make domestic animals give unburnable bones too then.
Also make them not give bone ash when spitroasting.
We already have more than one bone type so it shouldn't be too hard to add.
I solved it guys lets add this to the game now!
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