Quality nodes in the new world

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Quality nodes in the new world

Postby SpidersEverywhere » Thu Feb 04, 2016 3:57 am

With the new world coming it seems like a good time to look at the three part quality system. I think it's a good idea in theory but kind of a pain in practice. Very frustrating to always be finding nodes that are good in one or two qualities but 10 in the others. My thought would be to tie the minimum secondary qualities of nodes to a percentage of the main quality. So, for example, instead of a 10/50/10 node you'd have at worst 25/50/25. This way, those rare triple quality spots would still be most valuable, but single quality nodes wouldn't be completely useless.

Thoughts? Anyone have other ideas for improving the system, or like it fine the way it is?
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Re: Quality nodes in the new world

Postby abt79 » Thu Feb 04, 2016 4:24 am

I say do away with tri quality all together (and the hunger bar as well), but honestly I'm more worried about this new bullshit ability/attribute paywall.
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Re: Quality nodes in the new world

Postby FerrousToast » Thu Feb 04, 2016 5:19 am

abt79 wrote:I say do away with tri quality all together

Seconded
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Re: Quality nodes in the new world

Postby LadyV » Thu Feb 04, 2016 9:41 am

abt79 wrote:I say do away with tri quality all together



This I would agree with.
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Re: Quality nodes in the new world

Postby DarkHPG » Thu Feb 04, 2016 9:47 am

I actually like the tri system, just because different sets of industry are needed. Deviation, and so forth. I would like to see a way to lessen the blow of never finding the node you really need. (Like a vit/sub soil node for making cheesetrays) in some way or form.

Something like being able to reprocess materials to reallocate qualities, but never able to make it higher than it was. For example a 70/20/20 node could not be rerolled into a 90/10/10, but could be rolling into a 20/40/50. Obviously you'd have to limit it in a way so that it can't just be done over and over to get exactly what you need, because I think that's too simple..

But a way to work towards getting what you do need, maybe even a way to "influence" already established nodes. Not raising them again, but re-purposing them.

I like growing two sets of trees, and I like the different stats having different effects on weapons/armor/food. It just needs to be less painful in case you don't find the type of node you really need.
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Re: Quality nodes in the new world

Postby FerrousToast » Thu Feb 04, 2016 9:54 am

DarkHPG wrote:I actually like the tri system, just because different sets of industry are needed. Deviation, and so forth. I would like to see a way to lessen the blow of never finding the node you really need. (Like a vit/sub soil node for making cheesetrays) in some way or form.

Something like being able to reprocess materials to reallocate qualities, but never able to make it higher than it was. For example a 70/20/20 node could not be rerolled into a 90/10/10, but could be rolling into a 20/40/50. Obviously you'd have to limit it in a way so that it can't just be done over and over to get exactly what you need, because I think that's too simple..

But a way to work towards getting what you do need, maybe even a way to "influence" already established nodes. Not raising them again, but re-purposing them.

I like growing two sets of trees, and I like the different stats having different effects on weapons/armor/food. It just needs to be less painful in case you don't find the type of node you really need.

well in that case, couldn't we just have certain woods affect cheese and things differently, in the same way pine gives more tar. more reason to grow a variety of types and not just apples, firs and ones you think are pretty, give you different groves for different purposes, without needing to deal with the various qualities.
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Re: Quality nodes in the new world

Postby DarkHPG » Thu Feb 04, 2016 9:56 am

How would it effect food then. I mean, yes making one quality control all three aspects is a fix, but as a farmer I kind of liked the woes of not getting exactly what I wanted to raise while farming. Maybe I just like it not being too unbearably easy to raise, without it technically giving me more work (unless I wanted to be anal retentive about it and do what some were that is :? )
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Re: Quality nodes in the new world

Postby barra » Thu Feb 04, 2016 12:36 pm

Tri quality is dumb when the most important thing is the average.
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Re: Quality nodes in the new world

Postby Turtlesir » Thu Feb 04, 2016 4:01 pm

couldn't some things have only 1 quality? say, basic resources like clay and wood. in recipes the single quality would count for all three.
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Re: Quality nodes in the new world

Postby ricky » Fri Feb 05, 2016 12:28 am

trying to find a good tri quality node was the most tedious experience i had in the game, but it seems relatively fair.

my idea on the subject: create a system where you can combine base materials to create a better quality item.

for example, you have a 10/10/50 dirt node, a 10/50/10 dirt node, a 50/10/10 dirt node. create a skill or system to "combine" these three dirts into one 50/50/50 dirt.

for the most part, it makes sense that you can combine piles of dirt or clay to make them better, but it's harder to reason how you could combine rock. maybe grind up the rock and make cement stones? just an idea.

whatever the case is, having the ability to create a more even quality material through a combination makes sense. you wouldn't have to change the current quality node system, just what you can do with it.
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