Salvage?

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

Salvage?

Postby kalkkar » Mon Nov 30, 2015 8:10 am

maybe have an option that takes longer than destroy but it would salvage some material from a construct(except some items like boneglue, wouldnt make sense to be able to salvage dried glue?) make it a skill you can buy? maybe the higher your dexterity and intelligence(maybe perception) the more material you salvage
Last edited by kalkkar on Mon Nov 30, 2015 8:27 am, edited 1 time in total.
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Re: Salvage?

Postby Haba » Mon Nov 30, 2015 8:18 am

Only possible on your own claim, bypasses soak (it is silly to have to ram your own mansions).

Also, let us smelt useless metal items back to bars, thx.
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Re: Salvage?

Postby kalkkar » Mon Nov 30, 2015 8:24 am

Haba wrote:Only possible on your own claim, bypasses soak (it is silly to have to ram your own mansions).

Also, let us smelt useless metal items back to bars, thx.

well i was thinking of going on "salvage" missions on abadoned bases and make it a vandalisim scent, but yeah that would be bad ass to smelt down useless stuff like you can in real life to recycle em to better/usefull things
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Re: Salvage?

Postby Asgaroth22 » Mon Nov 30, 2015 9:15 am

This was suggested numerous times, and the devs related to it. Their main concern was what quality materials you would get. To be accurate the game would need to store each item's data put in, to prevent glitching high quality items that weren't used for crafting/building. And imagine having to store data for every brick/woodblock/stone used for building.
But they also said that smelting metal objects should be possible.
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Re: Salvage?

Postby kalkkar » Mon Nov 30, 2015 10:06 am

Asgaroth22 wrote:This was suggested numerous times, and the devs related to it. Their main concern was what quality materials you would get. To be accurate the game would need to store each item's data put in, to prevent glitching high quality items that weren't used for crafting/building. And imagine having to store data for every brick/woodblock/stone used for building.
But they also said that smelting metal objects should be possible.

maybe through salvaging it cuts the qualites randomly to 3/4 or 1/2 of the value(s)?
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Re: Salvage?

Postby jorb » Mon Nov 30, 2015 1:51 pm

Suggested a million times, the problem is determining what you get back, and at what quality. There's a good chance we'd have to actually save the actual materials item-by-item that went into the construction of an object to do this, and that seems too much to ask.
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Re: Salvage?

Postby Haba » Mon Nov 30, 2015 2:04 pm

jorb wrote:Suggested a million times, the problem is determining what you get back, and at what quality. There's a good chance we'd have to actually save the actual materials item-by-item that went into the construction of an object to do this, and that seems too much to ask.


Just give reduced quality salvage. Most of the time the ingredients are outdated by this point, so they'd mainly be useful for purposes where the q. doesn't matter anyway. 25%/50% penalty on the avg. quality should already render potential exploits worthless. Heck, you could even drop the q. to 10. Or 1. Or not give certain item types at all when you salvage.

An alternative of getting q10 blocks and boards for more cupboards/firewood instead of destroying stuff doesn't sound too exploity to me. Likewise with metals, getting significantly lower quality support iron from smelting an old anvil would be very nice.
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