Animal nodes moving was bad

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Animal nodes moving was bad

Postby SnuggleSnail » Sun Jan 26, 2025 6:15 am

  • It was already too hard to get highQ bones in good quantities, now it's harder.
  • The advantage for botting animals is bigger.
  • It is more tedious to farm bones without a bot.
  • The gap between the people who bot/nolife tryhard farming bones is bigger than previous worlds.
  • Yesterday I lazily sailed around for over 10 hours and didn't kill a single good animal.

Raise the chance of finding a topQ bones to somewhere you yourself could be motivated to gather enough for a single bone kiln per world.
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Re: Animal nodes moving was bad

Postby azrid » Sun Jan 26, 2025 12:12 pm

I think the idea is that you buy from others.
Trading my high q bones has been very nice this world.
More demand less availability means better outcome for people who hunt but don't participate in bone clay making.
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Re: Animal nodes moving was bad

Postby Fostik » Sun Jan 26, 2025 12:20 pm

I don't think it's as bad as stationary spots, the real evil was people sitting on the high quality nodes to check them with bots, while others who never get a chance of finding one getting out of race.

I think that raising amount of high quality spots for animals by 3-4 would resolve this issue, as old stationary spot system node amount is simply not providing enough good quality findings during random hunting.
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Sun Jan 26, 2025 12:55 pm

azrid wrote:Trading my high q bones has been very nice this world.


  • If the bone trade was good one month ago topQ bones are probably somewhere in the region of 5x or 10x more rarer now
  • Most people don't have the tools for that
  • There are currently 0 topQL bones @ Green Temptations rn

Fostik wrote:I think that raising amount of high quality spots for animals by 3-4 would resolve this issue, as old stationary spot system node amount is simply not providing enough good quality findings during random hunting.


Kindof agree. I don't necessarily care how it happens, topQ bones are just way too rare, and will progressively become rarer until pigs/sheep are better than wild bones in like 10 months when only 2-3 people will have competitive bones for the rest of the world.

Kindof already reaching the point where I assume most good bones come from trolls
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Re: Animal nodes moving was bad

Postby caz » Sun Jan 26, 2025 1:01 pm

+1
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Re: Animal nodes moving was bad

Postby maze » Mon Jan 27, 2025 1:15 am

The current system is sorta annoying; but I take it over any other the other worlds where I setup a watcher bot for a single node; animals will of course surpass hunted animals in the late game of 6 months plus.

World 15: it was to easy to get bones last world once you found a spot, it's native or dumb to say it was not. everyone knew about the top mammoth spot and bear spot. if you didn't hear about it seems you quit to early last world.
world 16: I've not setup any watcher bots; and the current setup for the bots would be some type of roaming, fighting checker bot. Then send out dozen and dozen to even try to find q400+. I think the only watcher bot that would be helpful would be for mammoth at this point, angler I've not even found over 300q this world. So the advantage to botting is reducing needed tedium of searching for the nodes~ what honestly good luck setting something like that up without your bots getting killed or KO all the time.

It is more tedious to farm bones without a bot.

It's always been more tedious...that what the bots are for...reducing tedious shit we hate to do ourselves.

The gap between the people who bot/nolife tryhard farming bones is bigger than previous worlds.

Idk about that; your shit was lower then ours up to the point that we quit~ we didn't use bots this world.

Yesterday I lazily sailed around for over 10 hours and didn't kill a single good animal.

gitgud


if you really wanted to get higher Q shit; start den diving like the rest of us; or beg loftar to add a dungeon that's meant to be the "high Q hunting dungeon".
Getting q600 beavers from the beaver dungeon has felt weird for a good while.

but the industry of hunting needed to be buffed again vs the current mining industry. hunting always felt shitty and unrewarding.
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Re: Animal nodes moving was bad

Postby boshaw » Mon Jan 27, 2025 1:47 am

viewtopic.php?f=48&t=77485#p954769
Legacy did it better, and kept things level playing field.

maze wrote:World 15: it was to easy to get bones last world once you found a spot, it's native or dumb to say it was not. everyone knew about the top mammoth spot and bear spot. if you didn't hear about it seems you quit to early last world.
world 16: I've not setup any watcher bots; and the current setup for the bots would be some type of roaming, fighting checker bot. Then send out dozen and dozen to even try to find q400+. I think the only watcher bot that would be helpful would be for mammoth at this point, angler I've not even found over 300q this world. So the advantage to botting is reducing needed tedium of searching for the nodes~ what honestly good luck setting something like that up without your bots getting killed or KO all the time.

That's a cool story and all, but you can still find HQ animal nodes and having them time limited makes it even more smart to setup bots to spot as many as you can within the time window before next cycle. This current system was just a low effort RNG bandaide for several issues plaguing animal nodes.
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Re: Animal nodes moving was bad

Postby Nightdawg » Mon Jan 27, 2025 5:10 am

I really didn't want to be the one to make this thread since I already cried about quality nodes being dogshit for years but yes, NODES ARE SHIT, regardless of them moving or not
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Re: Animal nodes moving was bad

Postby Sarge » Mon Jan 27, 2025 12:35 pm

The new/current system is annoying to some because they have a reference point of a time it was easier. High q bones are harder to find for the same reason. Forget it was once easier and you'll find that high q bones aren't what you think it is or should be, but by what the mechanic allows. I.e. high q bones are what they are, not what you want them to be. I.e. there is no spoon.

Once you accept that, all that's left is to see is that camping high q spots, in whatever way, has been removed with the new mechanic and that narrows the gap between organised factions and hermits. You may be making every effort to bot harder now to regain some of that lost advantage but you are not gaining even a greater advantage now, no matter how you're trying to word that in favour of your argument and you would not have been here complaining about the mechanic if you did. If you're botting even harder now then the issue is about botting, not about roaming q nodes.

Quality nodes moving is better for the game overall, it is a step in the right direction.
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Re: Animal nodes moving was bad

Postby SnuggleSnail » Mon Jan 27, 2025 12:51 pm

Sarge wrote:The new/current system is annoying to some because they have a reference point of a time it was easier. [...] the new mechanic and that narrows the gap between organised factions and hermits.


I'm rly trying to be nicer on the forums to people who seem earnest, but acknowledging that it's harder now and THEREFORE the gap between casuals and sweats is smaller is profoundly dumb. Anything being harder widens the gap.

It's not new that people including myself are annoyed by how hard it is to get topQ bones. I've have been complaining about it for years. Not to seem too self absorbed but I think it being too time consuming for my village that has like 5-10 nolifers in it, then it's too hard for average people BY FAR.
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