Equal LP/h/slot for all curios

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

Equal LP/h/slot for all curios

Postby Potjeh » Sat Feb 13, 2016 7:45 pm

Let's face it, it's the single most important stat for curios, and it makes lots of curios useless while making some curios OP when combined with autocurio. If everything gave the same LP/h/slot and only differed in duration (and thus total LP) autocurio would become virtually useless. At the same time it'd be a major buff to foraged curios. Duration for specific curios should depend on the difficulty of obtaining them, of course. And sure, that's quite subjective, but even if it's misjudged the underpowered curios would still see some use because you'd have spare materials for them now and then and nothing better to use them for. And rebalancing them later wouldn't have such a huge impact on the meta as changing LP/h/slot would.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Equal LP/h/slot for all curios

Postby LadyV » Sat Feb 13, 2016 7:55 pm

I'm sorry no. I do understand your point but the fun of getting good curios outweighs the need for balance or anti-bot. I'd rather have variety and fun of getting that special one. :D
User avatar
LadyV
 
Posts: 3113
Joined: Wed Jan 25, 2012 2:34 am

Re: Equal LP/h/slot for all curios

Postby APXEOLOG » Sat Feb 13, 2016 7:57 pm

Are you sure it will work fine? I have a feeling that we will have just 5-10 easy-to-craft curios and foraging will become pointless at all.

Btw, why that experimental system wich curios multiple times studying was removed? I feel like this was the best update in this field since curios was introduced. And it fits well with triple quality
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
User avatar
APXEOLOG
 
Posts: 1296
Joined: Fri Apr 23, 2010 7:58 am
Location: Somewhere on Earth

Re: Equal LP/h/slot for all curios

Postby sabinati » Sat Feb 13, 2016 7:58 pm

no, this is a bad idea and doesn't solve the problem it's trying to solve.

balance curios LP/h/slot based on difficulty in obtaining the resources to craft, complexity, time to craft, etc., and bring back the curio durability update or whatever they called it in a more polished form that doesn't nuke people's EXP. that made autocurio useless.

edit: this

APXEOLOG wrote:Btw, why that experimental system wich curios multiple times studying was removed? I feel like this was the best update in this field since curios was introduced. And it fits well with triple quality
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Equal LP/h/slot for all curios

Postby TeckXKnight » Sun Feb 14, 2016 12:29 am

Perfectly equal systems aren't stimulating or fun and they don't confer meaningful benefit for acquiring rarer or more difficult materials. There is no stimulation for working towards different goals or more difficult strategies. While sandboxes are inherently aimed towards self motivated individuals, offering rewards and incentives along the way can be a great way to encourage players.

This isn't to say that curios and food wouldn't benefit from being rebalanced in a way that makes them each worth the time and effort that they required. There are lots of hard to get curios that have no value because of the difficulty in acquiring them or the terrible lp/time they give. Fate curios are some of the worst offenders here.

Adding more dimensions to the curio system, such as the multi-use as has been noted, would allow for a much more interesting and robust system too.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Equal LP/h/slot for all curios

Postby springyb » Sun Feb 14, 2016 6:31 am

APXEOLOG wrote:Btw, why that experimental system wich curios multiple times studying was removed? I feel like this was the best update in this field since curios was introduced. And it fits well with triple quality


I believe it was because it was putting people at negative EXP since it didn't stop if you didn't have enough. It also created the need to constantly replace your studies if you were low on exp, since exp cost didn't scale down along side LP gain. Having the total LP solely based on ess really hurt foraged studies, too.

Stuff that could have been worked out instead of scrapping the idea, though.
User avatar
springyb
 
Posts: 594
Joined: Wed Feb 03, 2010 11:39 am

Re: Equal LP/h/slot for all curios

Postby Potjeh » Sun Feb 14, 2016 9:17 am

At least the spread should be a LOT smaller, because as it is autocurioing dragonflies and shit like that will be orders of magnitude better than using anything else without autocurio. This world it was masked by metal curios at ridiculous q, but the next world metal curios will be a lot lower q so autocurio will be proportionately more powerful.

Also, I'd argue that this does add more dimensions to curios, as currently every existing dimension is utterly meaningless compared to LP/h/slot.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Equal LP/h/slot for all curios

Postby TeckXKnight » Sun Feb 14, 2016 10:06 am

I don't disagree that the spread should be rebalanced. It favors specific areas heavily over others. Dragonflies and Mirkwood Offerings definitely are the end all be all of the early game and then it quickly changes into a race for Glimmermoss. These don't fill up your entire study but they're essentially staples and put most of your other curios to shame. On the other end of the spectrum you have things like sand castles, uncommon snapdragons, tin warrior, and leather balls that are all awful and never worth slotting.

I do disagree that having everything offer the same lp/time would add more complexity though. It is a simplification of the current system. To make a more robust system that can encourage users to utilize a greater variety of curiosities you need more variables. Curiosity size, being limited to a single iteration of each curio at a time, and weight are important variables. Study window size is another great one. Rarity and cost play a factor too. Experience is an interesting experiment that I feel needs more tweaking to balance out. Multi-use curios would also fall into the same category as Experience. I think it'd be cool if some curiosities ticked periodically while others only ticked once at the end. It'd also be cool if some "bad" curios gave the bulk of their lp randomly in the early or mid stages so there was incentive to watch your curios tick to see when you should unslot them and slot in a new one.

Maybe that's something the curio system could really use -- a touch of randomness. The fact that all q40 Enthroned Toads are the same could be an oversimplication of a system that needs a bit of room to shine.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Equal LP/h/slot for all curios

Postby Potjeh » Sun Feb 14, 2016 10:14 am

The point is that properly balancing LP/h/slot is a shitton of work and thus the devs are highly unlikely to ever get around to doing it. A bruteforce fix like this would be a lot faster to implement, they can just eyeball the other stats and even if they're totally off it won't be nearly as bad as the current mirkwood vs leather ball situation.

And I totally disagree that size, weight and XP cost mean anything. A curio with higher LP/h/slot is strictly superior to one with lower, no matter how you arrange those other stats.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Equal LP/h/slot for all curios

Postby Glorthan » Sun Feb 14, 2016 10:15 am

nvm you edited your post.
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 3 guests