Salt and its' uses

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

Re: Salt and its' uses

Postby dra6o0n » Fri Sep 03, 2010 9:52 pm

Salt has medical uses:
http://health.howstuffworks.com/wellness/beauty-hygiene/uses-for-salt-medical-treatments-ga.htm

Bee stings and bug bites: Work a mixture of salt and water into a paste that will stick to a bee sting or bug bite. Apply the paste, and let sit until dry. This should relieve any itch or pain.


What if such a ingredient can be used as a possible third use to healing HHP? Making a paste out of salt and water and covering the wound with it to prevent infections, in a way restoring HHP? Maybe similarly to Leeches, it should inflict pain in form of SHP loss, but only as a HP restriction.

Say Q10 and under Antiseptic (that's basically what it does) will inflict -10 SHP restriction meaning your SHP can't recover past -10 of your HHP, but can recover your HHP and thus you gain a point of SHP each time a HHP is gained.

Every +10 quality should improve the effect by lowering the amount of hp restricted, and possibly boost the rate and amount of HHP restored.

http://answers.yahoo.com/question/index?qid=20081115142429AAm2g8Z

SALT SOLUTION AS ANTISEPTIC
Now if you were to put bacteria in a surrounding environment where the salt, which is a solute, concentration is higher outside the cell than inside, what will happen?

It is a classic hypertonic solution, where the water will leave the cell and try and dilute the surrounding salt. Because this water would leave the bacterial cell, the cell itself will shrivel and die.


So inflicting SHP harm temporarily to recover HHP is a workable idea too.
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Re: Salt and its' uses

Postby LimaZulu » Sat Feb 19, 2011 1:19 am

Deflare wrote:Another potential, though unfriendly thing that one could do with salt is get Roman on people--rendering their land infertile/low quality by salting the earth. It would likely fall under a form of vandalism, but it'd add another dimension to warfare and conflict between groups.


This was my idea, except instead of dropping the q of the soil, it'd be like putting a tile of grass over a clay node on a mudflat. Permanent destruction of that spot on the node. Say an army attacks a village and everyone logs to prevent death. They come back on to find their village and the ground around it has salted earth. Impossible to plant crops or trees. Monstrosity.
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Re: Salt and its' uses

Postby ImpalerWrG » Sat Feb 19, 2011 4:26 am

So long as any food decay is a minimum of 48 hours Real time, preserving food should be something you need to do ONLY if your accumulating large reserves.
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Re: Salt and its' uses

Postby Goddess » Sat Feb 19, 2011 11:34 am

ImpalerWrG wrote:So long as any food decay is a minimum of 48 hours Real time, preserving food should be something you need to do ONLY if your accumulating large reserves.


Well, since the game has its own time cycle, just compare the time until a food spoils in RL.

For example raw meat will spoil in about 2-3 days, - 12h - 16h ingame ( not much different from the time it takes for an animal body to decay )
Vegetables / Fruits and such may endure 1-4 weeks until they decay - 56h - 1 1/2 week ingame
Bread ~ 2 Weeks ( decreasing in Quality over time? ( drying out ) )
Cake for probably 3-4 days etc

Probably cooling could be used aswell as a temporary increase in durabilty of the food - like building some kind of water proof container ( (waxed?)leather and boards - aswell as some stones to keep it underwater ) - where you can store Items which spoil easily.


AFAIK Seasons are planned aswell - if for example in winter crops won't grow anymore it means preserve enough food before hand, go hunting the whole winter to serve your needs ( limited FEP variety ), or die of starvation.


IMHO - DO WANT.

Seasons I suppose ( especially winter ) will only work if there are more crafts consuming much time / many steps until completion - if farming / scavenging is only limited or not possible at all in winter / cold climate.
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Re: Salt and its' uses

Postby SacreDoom » Sat Feb 19, 2011 11:47 am

I just dont like the idea of having to stuff all kindsa shit on foods to make them survive. This will just be a horrible grindjob. :(


inb4 telling me to shut up.
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Re: Salt and its' uses

Postby Goddess » Sat Feb 19, 2011 11:57 am

SacreDoom wrote:I just dont like the idea of having to stuff all kindsa shit on foods to make them survive. This will just be a horrible grindjob. :(


inb4 telling me to shut up.

Shut up.

I mean - get real

Harvesting Crops is a grind job.
Making Food out of the harvested goods is a grind job.
Mining is a grind job.
Processing the ores is a grind job.
Building your brickwall is a grind job.

etc.

Basically everything which involves making something is grinding - expecially if you plan on trading with the resources you produce.

If there are are different means of preservation you can decide for yourself how much time / resources you want to invest.
For example drying meat in a drying rack is pretty easily done, but probably it wont be as filling as it once was / FEP's are reduced.
While pickling with salt or vinegar will result in other effects ( more FEP variety or something like that ).
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Re: Salt and its' uses

Postby SacreDoom » Sat Feb 19, 2011 12:06 pm

No offense, but you saying that, while you have only played for only 3 hours... is kind of a failure. You have no idea how grindy it can be sometimes, and while I do agree that food decay would be realistic, it would just be another stupid daily job everyone hates to do...
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Re: Salt and its' uses

Postby Goddess » Sat Feb 19, 2011 5:02 pm

SacreDoom wrote:No offense, but you saying that, while you have only played for only 3 hours... is kind of a failure. You have no idea how grindy it can be sometimes, and while I do agree that food decay would be realistic, it would just be another stupid daily job everyone hates to do...


That's why there should be a few options some which take less time - and are less rewarding ( drying on air )
Others which could be considered a craft / or job to do.

If you make the decay semi-realistic, it'll take atleast a few RL days for most items to decay - so it isn't necessarily a everyday action.

+ It is optional - if you want to store food - make it storable.
Otherwise use it up within the next days, then get new food.

Another option would be not destroying the food with a "decay" hit, but giving it an expiration date - if that's reached every day above the limit will reduce the FEP/Hunger gain by a certain percentage - and add a few Hurt Points for each day - how many depending on the food.



If it can kill you - I suppose only a fraction of players will hate on it.

I mean what kind of "harsh" enviroment is this where the only thing which could kill you is a decay hit while afk-killing a bear from the safety of your boat.
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Re: Salt and its' uses

Postby SeanPan » Tue Feb 22, 2011 7:29 am

I agree with food perservation; enhance the UI to deal with overall grind-clicking, but there's no reason to alter the mechanics. This game was never designed for the twitch fanatics. Slow and sometimes repetitive action is fine, so as long as it can be partially automated and the players can continue to engage in conversation/chat/social activities.
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Re: Salt and its' uses

Postby Bl1tzX » Tue Feb 22, 2011 8:51 am

Goddess wrote:Harvesting Crops is a grind job.
Making Food out of the harvested goods is a grind job.
Mining is a grind job.
Processing the ores is a grind job.
Building your brickwall is a grind job.

etc.


THE WHOLE GAME IS A GRIND JOB.


/caps

EDIT: Also, you forgot one of the most important uses of salt...Throwing it at giant snails!
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