Energy system rework

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

Energy system rework

Postby maze » Fri Oct 09, 2015 4:07 pm

Energy system needs to be remade.

the current system makes it so alts and bots are more used and hinders players who are working on stats.

If I mine with my main, dig dirt, gather clay or do anything. i have to then drink water what lowers my energy. what then need to be filled by water.
A bot or alt. we do the same task and i can let the alt run into the ground and die. the task done and my food storage not wasted on labor working.

I would like to see the change made so that you don't lose Energy to drinking water or tea or anything other then time.
Energy should not hinder the hermits or farmvil players rather it should hinder aggressive raiders.


If Energy lowered over time 1.2 Energy per min (faster when full maybe 2-3 ticks a min)
while on village claim or claim you're not part of ~ 5-6 ticks a min
While building on an Claim or village claim you're not part of ~ 1 tick pre item used to build
While leaving scents - 1 tick pre scent

and so on.

Raiders need to prepare for a raid. adding enegry cost to raiding would hinder them and make them grief less.

I understand "blah blah blah" world easyer " blah blah" carebear.

But no I stand on my views that players leading a peaceful life in haven need to be protected more and given an easyer time.
raiders need to prepare for loses for raids.
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Re: Energy system rework

Postby Sevenless » Fri Oct 09, 2015 4:26 pm

My only concern: Starving to death due to afking is a really shitty system in any survival game I've played with energy (or equivalent) loss over time.
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Re: Energy system rework

Postby maze » Fri Oct 09, 2015 4:29 pm

Sevenless wrote:My only concern: Starving to death due to afking is a really shitty system in any survival game I've played with energy (or equivalent) loss over time.


I do agree(since i did die from it appenrlty), i'd rather em scrap the system all together and make it only based on raiding sorta thing. i mean if they can do that~ that would also be nice ;p
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Re: Energy system rework

Postby Sevenless » Fri Oct 09, 2015 4:39 pm

That kinda takes another step away from immersion/realism, but at the same time our current hunger system doesn't really "feel real" anyway so I don't see why that's not a potential path to take.

That said, since my discovery that the word "satiation" on symbel items doesn't mean "satiation reduction", but still is the old "hunger reduction" (which in english, reducing satiation does indeed mean less hunger filled) my whole issue with the energy system has pretty much vanished.

As a hard energy grinder for my village, I don't feel it's hindering my stats nearly as much anymore.
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Re: Energy system rework

Postby Procne » Fri Oct 09, 2015 4:40 pm

Really there are people who prefer to make a new char, walk it to their place, make it work and let it die instead of just eating some food?

The only problem with energy I have is that sometimes the bar seems to be too short - it goes down quickly especially when woodcutting or mining. But extending it would be against the idea in this thread. And it's not really a big issue
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Re: Energy system rework

Postby Procne » Fri Oct 09, 2015 4:42 pm

Sevenless wrote:That said, since my discovery that the word "satiation" on symbel items doesn't mean "satiation reduction", but still is the old "hunger reduction"

Wait, you meant that satiation bonus on symbol is actually reducing hunger of foods on the table?
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Re: Energy system rework

Postby Sevenless » Fri Oct 09, 2015 4:43 pm

Procne wrote:
Sevenless wrote:That said, since my discovery that the word "satiation" on symbel items doesn't mean "satiation reduction", but still is the old "hunger reduction"

Wait, you meant that satiation bonus on symbol is actually reducing hunger of foods on the table?


Mhm, devs never mentioned changing it iirc. The name just changed, same effect as when it was called "hunger reduction".

And if you walk an alt to your place, only gotta get it there once and it's infinite gruntwork after that. Digging/chopping trees don't take skills, just tools for a char to do.
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Re: Energy system rework

Postby maze » Fri Oct 09, 2015 4:47 pm

Procne wrote:Really there are people who prefer to make a new char, walk it to their place, make it work and let it die instead of just eating some food?

The only problem with energy I have is that sometimes the bar seems to be too short - it goes down quickly especially when woodcutting or mining. But extending it would be against the idea in this thread. And it's not really a big issue


there is 2 stacks of skulls somewhere in my base...

once you have my map and the noob starting area~ making a bot that comes to your base is easy. it checks the map tiles. goes O IM HERE! then walks back to base. then the next script makes it dig things flat till it dies.

I didn't make this script but I know the korean guys who did and their base is like...annoyingly flat

Sevenless wrote:
Procne wrote:
Sevenless wrote:That said, since my discovery that the word "satiation" on symbel items doesn't mean "satiation reduction", but still is the old "hunger reduction"

Wait, you meant that satiation bonus on symbol is actually reducing hunger of foods on the table?


Mhm, devs never mentioned changing it iirc. The name just changed, same effect as when it was called "hunger reduction".

And if you walk an alt to your place, only gotta get it there once and it's infinite gruntwork after that. Digging/chopping trees don't take skills, just tools for a char to do.


there also that. since you can get your bot back every time he dies.
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Re: Energy system rework

Postby Sevenless » Fri Oct 09, 2015 4:52 pm

Simple answer to making bots less efficient imo is making an LP cost on being able to use metal shovels/axes. They should act like wooden otherwise. And preferably tie it in to existing skills so LP requirements aren't higher, but it's more costly to get it than worth for a suicide alt.

Suicide alts would still exist, but they'd be much less effective than characters being fed at that point.
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Re: Energy system rework

Postby maze » Fri Oct 09, 2015 5:06 pm

but my point is removing the need for an alt all together.

and since energy is based around healing and combat more or less~ it should be used to only for that area and not others.
there is no point in putting a hinder on anyone at all who is living a peaceful live.
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