Depleting Resource Points

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

Re: Depleting Resource Points

Postby Melgui » Fri Dec 03, 2010 3:41 pm

You can also make more resource nodes with much less resource quantity, so they got depleted in short time. This would encourage temporal settlements or moving resource collector caravans and... wait, we don't have proper resources to do this that way...

+ Nomad stuff + More dinamic resource node system = - Resource capitalization - Building spam

edit: I forgot to say... is not that every resource has to be treated the same way, for example I think "Potjeh Soil and Farming Suggestion" is a "must have" and it's also compatible with any other resource systems.
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Re: Depleting Resource Points

Postby Wolfang » Fri Dec 03, 2010 4:21 pm

One problem with this is the pain in the ass which enssues.

Since the clay points switch all the time, it becomes a necessity to check the same places along a river every freaking time the clay spots change. Not checking would be a risk because 'what if this time it's right on your doorstep?' this would add a new monotony to the game which can be compared to having to fix your fences/walls every X amount of time, except it would be a lot more time consuming and a lot more boring.

The thought behind the idea is good though, make HQ resources available to not-only the big factions, but it would just become very annoying having to scour the same waters every damn time. It is also, upon hindsight, rather normal, that the factions with the largest amount of players, and the most powerful, manage to take over these resource points and keep them.
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

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Re: Depleting Resource Points

Postby sabinati » Fri Dec 03, 2010 4:45 pm

make ingame maps show resource hotspots
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Re: Depleting Resource Points

Postby Avu » Fri Dec 03, 2010 5:08 pm

Biggest problem with this masochistic idea is the utter torture and mind numbness that is resource finding. I suggested a while back a few things that will alleviate this problem:

-make mapping automatic (you might have noticed it already is and there is no reason why it shouldn't be); just record each players discovered areas and reveal parts of the world map on the site corresponding to those areas; ink and parchment are used to share and update map with people you meet
-make resource finding a prospecting like action with a slightly lower radius, add the resource spots found this way to the on site map
-have visual pointers that you are in a higher resource quality spot, special herbs that show only on high q soil, slightly different colored water, different colored mudflat whatever just something

Next is the problem of some resources needing retarded amounts of even moderate q natural resources. Take oven making unless you want to waste your whole day near one you need quite a few. We've got over 60 ovens in Sodom and the ammount of time it takes to build those even with 3 mediocre clay spots is retarded. What if my resource spots start to poof into thin air what then? Should I make q 10 ovens? What about good leather which eats a ridiculous amount of high q water, or simple tree planting that will eat 5-6 soil spots if done in large enough scale.

You mention trade? We got the current situation where you'd expect the big bad powers that be to be able to sell the shit they so evilly claim with villages to the poor opressed newbies at exorbitant prices but the truth is they rarely have enough for themselves. Why on earth would a noob be selling a clay he would find in your system knowing full well that it will disappear soon and it probably it will be far from enough for even his own needs?

Personally I want to move from this stupid system of ultra limited resources. Trees and crops for instance should depend on the soil q they are planted on and that would mean huge areas of good soil in some areas of the world, say closer to rivers for crops, close to mountains for trees (just give them bonuses depending on the type of tree and the location you plant them, coupled with quality bonuses for items depending on the usage of the optimal ingredients this should still have enough diversity to foster trade much more than now actually).
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Re: Depleting Resource Points

Postby Potjeh » Fri Dec 03, 2010 5:11 pm

Even if finding these spots is not a problem, I still don't like this idea at all. There is already too little motivation for conflict, let's not take away what we have. IMO the main problem is that there aren't any methods for hostile takeover of these alt villages. If you could conquer spots that belong to other villages, things would be fine. But how am I supposed to take Sodom's spots, you say? Well, you're not. Not from the get-go, that is. A starter village should work it's way up the food chain till it's capable of taking on the big ones. It can be done, see how AD grew into a superpower despite their late start. And if you can't muster manpower, resources and plain old know-how to fight your way to the top, you can just trade at unfavourable rates. Being on top should naturally become tough, as those just behind you will always be looking to bring you down. With better PvP balance, nobody should be able to stay on top in perpetuity.
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Re: Depleting Resource Points

Postby Onionfighter » Sat Dec 04, 2010 3:07 am

I think wildlife q could migrate, but I don't think anything else should. Perhaps animal q could be random with a normal distribution about the civ lvl * 10.
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