Having to harvest yourself to unlock/learn items

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

Re: Having to harvest yourself to unlock/learn items

Postby Tamalak » Tue Mar 22, 2011 2:56 pm

I was just thinking about this same thing earlier today. Let us put undiscovered objects in our study window, and when they finish studying, instead of being consumed for LP, they're discovered.
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Re: Having to harvest yourself to unlock/learn items

Postby Grog » Tue Mar 22, 2011 3:01 pm

should take a shitload of time if implemented at all

current system works for the most ppl. either you are in a group and beeing able to specialize or you are a hermit doing everything alone
or just trade. antlers are kinda throw-away stuff in a month
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Re: Having to harvest yourself to unlock/learn items

Postby Tamalak » Tue Mar 22, 2011 3:11 pm

Grog wrote:should take a shitload of time if implemented at all

current system works for the most ppl. either you are in a group and beeing able to specialize or you are a hermit doing everything alone
or just trade. antlers are kinda throw-away stuff in a month


It doesn't work because it discourages trade and theft. A village can't specialize in silver mining; they'll also have to craft the silver because nobody will be able to use it if they just sell the raw silver.

If I steal from the silver mine, I'll have a pointless lump that nobody knows what to do with.
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Re: Having to harvest yourself to unlock/learn items

Postby Hipponos » Tue Mar 22, 2011 3:13 pm

I don't have anything new to say, just agree that this system of "discovering" items is a bit flawed when it comes to advanced recipes.

There shouldn't be the need for a cook to butcher animal corpses to be able to cook a recipe. Heck, even in real life, there is no need for me to know how the animal really looks like to be able to cook. For example, I bet a lot of you like steak! But do you know what part of what animal it is? I can tell you that I really cooked it before I went and checked where that really comes from... :D

It is really sad that you have a lot of meat lying around and have the skills and tools but can't execute recipes just because you didn't butcher the animal (which by the way requires totally different set of skills (or it should)).
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Re: Having to harvest yourself to unlock/learn items

Postby cloakblade » Tue Mar 22, 2011 8:04 pm

Every item should be a curio if you haven't discovered (or even if you have but do nothing). They all take a single amount of attention and a set amount of time, they all reward the 50 you would for discovering them and you discover them at the end of the cycle. You could make it really annoying like 5 att and 12 hours or make it light like 1 att and only 1 hour. You could also implement the concept of having to study something more to learn something though this would become a huge pain to do (especially when you are the first one doing).
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Re: Having to harvest yourself to unlock/learn items

Postby Kaldo » Wed Mar 23, 2011 5:35 pm

Take our situation for example: I'm a hunter. I have high survival and when I killed a bear, I brought it back and skinned/butchered it to have highest q possible. But, now my friend who is skilled in sewing cant make a bear cape because he isn't the one who skinned it. But since he mostly stays at base and takes care of the farm, he has low survival... If he skinned that bear the quality would be terrible. If I make the cape with my terrible sew and dex, the quality will again be terrible...

rozn wrote:Jorb and loftar:

Lets say a baker wants to make food. HE is not a farmer and wants higher q items and needs some ingredients he cannot get himself. Here is my idea, instead of having to harvest it yourself you can discover it and get recipes for it but not the lp. The lp should only be gained if you find it. This is essential because of this new lp system people wont be spread out into roles and if someone wants to make something that they don't have enough PE for example then it is a loss for them and if they spread themselves to thin they cannot be as good.



If that's really what they said, why is it not implemented yet?
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Re: Having to harvest yourself to unlock/learn items

Postby rozn » Wed Mar 23, 2011 9:54 pm

Kaldo wrote:Take our situation for example: I'm a hunter. I have high survival and when I killed a bear, I brought it back and skinned/butchered it to have highest q possible. But, now my friend who is skilled in sewing cant make a bear cape because he isn't the one who skinned it. But since he mostly stays at base and takes care of the farm, he has low survival... If he skinned that bear the quality would be terrible. If I make the cape with my terrible sew and dex, the quality will again be terrible...

rozn wrote:Jorb and loftar:

Lets say a baker wants to make food. HE is not a farmer and wants higher q items and needs some ingredients he cannot get himself. Here is my idea, instead of having to harvest it yourself you can discover it and get recipes for it but not the lp. The lp should only be gained if you find it. This is essential because of this new lp system people wont be spread out into roles and if someone wants to make something that they don't have enough PE for example then it is a loss for them and if they spread themselves to thin they cannot be as good.



If that's really what they said, why is it not implemented yet?

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Re: Having to harvest yourself to unlock/learn items

Postby Kaldo » Wed Mar 23, 2011 10:39 pm

Oh.. sorry, damn wishful thinking :)
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Re: Having to harvest yourself to unlock/learn items

Postby Jackard » Wed Mar 23, 2011 11:11 pm

TeckXKnight wrote:Avu brought up the idea of teaching others recipes. I like this idea a lot and fully endorse it. I think this applies well to situations like this, where one character can teach another character useful information.

um what

Avu wrote:I like the system so far with one exception. The fact that you have to get every single item to touch yourself. Why shouldn't I learn pirotzky if I have a store house full of onions but never dug one from the ground. This needs changing.
Jackard wrote:I think instead of changing that, there should be a way to teach recipes to other players using parchment, so recipes become something you could trade or store.
loftar wrote:This.
wickerman_156 wrote:Make it so you can put the parchment with the recipe in the mentory and you learn the recipe after a while.
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Re: Having to harvest yourself to unlock/learn items

Postby TeckXKnight » Wed Mar 23, 2011 11:21 pm

Ah, my apologies, I hadn't seen that idea at the time. I was referring to where Avu brought it up in a thread about Metal Meat Grinders

Avu wrote:Seems not. Thanks.

Related problem though. Sure now he got it but noone else can get unless they pick a bar out of the smelter which is in the cave veeery far away. Worse is with simple things like palisade posts which require every single one to make bone glue pick a leather and make a rope. This I feel detracts from the fun of being in a community because you have to do every single little chore just so you can do common actions. How about allowing us to teach others the recipes we know without them having to discover all the materials.

viewtopic.php?f=2&t=17288&p=200128&hilit=teach#p200128

I did not mean to credit your idea to someone else. I still agree with it fully though.
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