Crafting Skill investment Cap is 150 lol

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Crafting Skill investment Cap is 150 lol

Postby Girth » Thu May 29, 2025 12:21 am

the crafting skill caps are way too low at every stage of the world's development

Essentially, once you reach 150 in the following skills, there is no benefit beyond getting a higher gilding chance.
Farming, Tailoring, Carpentry, Cooking, Smithing, Lore*.

*for lore, you could say that gemcutting takes the req to 250

the reason for this is 2-fold:
1) The quality of most resources is low, for the entire world, basically. you really could get away with having 100-160 in any non-combat stat and then put on a gilded set that gives you wayyy more than your value ceiling. by the time the baseline avg quality catches up to you, you're already in a position where you're making at least 250K LP a day, trivializing the investment if you ever need to make one.
2)gildings are insane, you can double your stats with an hour well-spent and a wardrobe to store it in.

i made my first tailoring set with 20q flax and didnt feel the need to upgrade it until i had a bulk of 100q and saw that i was finally pushing against the wall for softcaps. didnt even bother to replace the whole set.

Counter-counter-argument:
"there are crafts with 3 or more required skills and/or attributes" - moot because you only need your lowest skills to hit about 33% of the highest skill in order to achieve 86% of what would have been a "a+b+c/3" average. the idea here is that you could have 300 str with only 100 smithing and your softcap would be 173 (vs 200avg). there is no reason to invest more in smithing, especially if youre a miner that invests in STR/CON/AGI most of the time. you're basically free to dump points into combat stats.
for the sake of argument, a miner with 300 str, 100 smith, and 100psy hits 144 softcap (vs 166 avg)

"muh carpentry" - by the time you need carpentry levels you're already well established and have access to hardmetal rivets+ woodsman tokens, with decent curios to boot. you can manage 200 carpentry in a few days at worst, that's the whole point of the post.
"muh 500 farming" - u invested all your points into farming for no reason, your crops go up by, at best, 5 points a week


is it a good thing that you dont need much investment to be a decent crafter? maybe. i think most people hate having to work alts to achieve goals. i tend to agree with them. but most people i have met in the game are not interested in combat, even with animals, in the slightest bit... though this is mostly jorbtar's fault for making the combat system obtuse for beginners to understand.

my suggested solution. having a softcap that exceeds a craft should improve product gilding chance. would create an interesting meta game around creating lower quality gear in exchange for higher potential for slotting. more complexity is good right?
-should having extremely high 'artisan skills' impart some value on product? im new and couldn't venture a guess really, but i feel like there's something missing here and had to write about it.

wut u think?
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Re: Crafting Skill investment Cap is 150 lol

Postby jock » Thu May 29, 2025 2:55 am

You need many of them skills for quality push way beyond 150.

Like cooking for bone glue for compost bin or sewing for straps/rope. Just to name a few.

For the average craft it does stop about 300 base with it being doubled
A few exceptions etc.
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Re: Crafting Skill investment Cap is 150 lol

Postby Fostik » Thu May 29, 2025 5:29 pm

I mean, 150 stat + doubling it with sets highly overlooks quite common use-cases when you need multiple stats for certain crafts, or even more than 300 green stats.
But overall I agree, and created threads about it myself. Having 300-400 stats (no matter if it green or white) for crafter type character is end of development, and there is no any point to keep raising them.

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Re: Crafting Skill investment Cap is 150 lol

Postby SpacePig » Thu May 29, 2025 8:01 pm

Girth wrote:?

You're suggesting some nonsense here.

The number of stats in a crafter's clothing is determined by increasing the amount of raw materials. This means that for an outfit with one slot of gilding, you need one stack of flax, for two slots — three stacks, and for three slots — nine stacks.

Obtaining creed reduces this quantity.

By changing the ratio, you'd significantly complicate life for solo players without affecting even medium-sized villages since they have practically unlimited resources.

This game already requires constant presence to maintain full-time farming, mining, hunting, etc., which demands being online 24/7. And yet there are those who think otherwise and want more difficulty. If you're looking for additional challenge, go hunt meteors or enter the beaver dungeon.

to sum up what has been said
1. to get the full benefit from crafting in this game you can't do just one craft, you have to do everything at once.
2. any complication of progress will hit solo players and newbies hard, and will not affect residents at all.
3. this game doesn't need complexity, there is an excess of content, what it needs is a hard cap of skills and stats in the region of 200.
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Re: Crafting Skill investment Cap is 150 lol

Postby OIchi » Thu May 29, 2025 10:08 pm

It seems like a very minor issue with craft gildings scaling to fast/being a little too strong.
You are already getting higher gilding chances with higher skill.
Making gilding easier with the proposed idea would only make the issue worse.

Personally I don't really feel like anything needs to be fixed here, but the only reasonable solution would be to nerf stat providing gildings.
The issue seems to be partially mitigated by addition of convenience gildings, since you can choose these instead of only gilding for stats.(we do need more options added tho)
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