Is there a basis to looking into curios?

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

Is there a basis to looking into curios?

Postby Archiplex » Wed Sep 09, 2015 10:40 am

It's slowly been established over time (By looking at village stockpiles of curios), that like in world 7, certain curios are absolutely garbage in comparison to other curios.

Now, it might be because we don't know proper time settings, but even now there are certain curios that take a lot of resources to make, or a lot of luck, and simply do not live up to the task.

To name a few of these godawful curios, we take a peak at our supplies. Certain curios should certainly be bad (Bones from animals), but I believe that every curio should have a value at certain part of the game. It does not make sense for a certain curio that is harder to obtain, or comes in at later stages of the game to be better than earlier curios.

For example, Strange Crystals and Wondrous Woodshavings are arguably very bad, they both rely on RnG, Strange crystals have a massive study time in which they also have a hefty weight (12), for only 2k LP. Wondrous woodshavings have significantly better LP gain, but are still overshadowed due to the weight and study time.

I think that RNG based curios should globally have a rule of being short time big boosts in LP gain, since they cannot be reliably grinded or made, meaning they should have more freedom to be good. Wondrous woodshavings could arguably stay with their weight/lp gain if they had a much more reduced study frame, perhaps reducing the LP at 10 to 4k and having it be done studying after 8 hours, but keeping the 12 weight. It's a short term boost in LP, but still has a bit of a drawback in weight.

Certain craftable curios are just outright bad, such as feather trinkets, and do not seem to have a place anywhere at all in the game; If it doesn't, it should really either just be removed or rebalanced to be a very early craftable curio that gives decent lp/hour over it's time.

Not to mention we also have certain curios that are just wayyy too good, namely Mirkwood Offering, which gives an incredibly 700~/30 minutes LP gain. Arguably, this is due to the experience cost being high, but it's still a very high gain ratio and does not seem to dent my exp gain (But that's also because I'm blessed by RNGesus, given that I've found 2 bluebells and an edelweiss within the first week of the game)

I'm not exactly good at balancing out proper numbers, so anything thrown around here is a suggestion. However, I can very plainly see that we're starting to have the same issue as before with certain curios being absolutely horrible. Knots.

Thus, I call to ask and see if anyone else agrees and what can be done about these numbers before changing these numbers is too late; and the game has adapted to these curios.
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Re: Is there a basis to looking into curios?

Postby yozzik » Wed Sep 09, 2015 10:52 am

I might agree that only a few curios are really usefull while others just taking space in crafting menu and may look funny on the walls. Way too much curios seems to be useless or just disbalanced.
However, on later game stages we can have enough int to fill our study inventories with them just because we can and getting LP is always good.
And also some of them might become slightly better with survival skill rising while others no.
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Re: Is there a basis to looking into curios?

Postby Archiplex » Wed Sep 09, 2015 10:55 am

yozzik wrote:I might agree that only a few curios are really usefull while others just taking space in crafting menu and may look funny on the walls. Way too much curios seems to be useless or just disbalanced.
However, on later game stages we can have enough int to fill our study inventories with them just because we can and getting LP is always good.
And also some of them might become slightly better with survival skill rising while others no.


I just believe there there should be a tiering system to curios

Early game foragable/craftable curios should have low weight, moderate LP gain with 8-12 hour durations

Midgame ones such as bronze steed should have high LP gain, medium weight with longer 24h durations and should be a mix of craftables/foragables (Such as the frog prince)

Endgame curios should have moderate LP gain, high weight but very low duration, and should mostly be crafted or grinded out from RNG (Pearls, bluebells/flotsams etc)

Right now you have all of these terrible curios that are never good at any stage of the game (Petrified seashells, cat gold, lady's mantles..), and other curios which are godly at all points of the game (Chariots, mirkwoods, and so on)

There's no real system to it and it seems that the only thing you can do is ignore all the other curios and go for the good ones.
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Re: Is there a basis to looking into curios?

Postby Audiosmurf » Wed Sep 09, 2015 11:00 am

Feather trinkets aren't that bad, though. They're pretty efficient in my experience.
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Re: Is there a basis to looking into curios?

Postby Archiplex » Wed Sep 09, 2015 11:03 am

Audiosmurf wrote:Feather trinkets aren't that bad, though. They're pretty efficient in my experience.


For the stage of the game they have too much weight than what they're worth.

They're very early game and at that point you want to do ladybugs/fireflies/dusters over them.

And by the time you have the weight to do anything else, you're 100% going to prioritize mirkwood offerings and bat wings over them.
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Re: Is there a basis to looking into curios?

Postby Sevenless » Wed Sep 09, 2015 11:53 am

Ladybugs over feather trinkets...? What math are you using for that one? +2 LP for about double the LP per hour using feather trinkets.

Honestly it's a lot more balanced than it used to be. More curios are useful, but also a lot of higher end forageable had their attention values pushed up and LP per hour lowered a bit. Old "useful int" was 50-70, now I'm guessing 70-100 is the target.
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