New Resource System

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

Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 9:13 pm

JKGraziano wrote:I like this idea a lot. There would have to be some sort of cap on the "created" qualities, and I don't think you would need to reset all qualities back to 10. A balance of both systems would work... let the lucky/spammers find their high q resources, but also make it so that people can work hard to create a higher quality resource. Maybe limit the creation of these resource quality enhancers to one per village/claim? I wouldn't want to restrict it to just villages, but wouldn't want people to create an alt to just make a claim for making another enhancer... would have to be a lot of resources to build these enhancers...

All in all, I like the idea and it could work with some balancing and tweaking.



I could accept that. It , as you say, would allow the few hq spots to be "had" and would with alot more work and time allow others to get the high Q stuff on their own. EVen if it did take a year to reach q100
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 9:16 pm

Sordo wrote:I was using q100 as an example. Doing something like this would effectively ruin the economy as cities with high amounts of players who can collect good q bones and then tools can dominate the players with only 1 or 2 people who barely get by. When a completely new person can spawn and find good q resources, he could then trade it around and keep a decent living. This would also make it impossible to farm good crops unless you have tons of time and resources to make some lame box that raises your soil q while you sit twiddling your thumbs as you put good q items in.

You're practically discouraging living by yourself even more and just grouping up with large cities just to get a q25 piece of clay.


That's crazy, I could work all my resources up to a decent quality right by myself without any other vllagers. It may take a year to do but I never played H&H for a quick fix, the continuous world and time WAS it's main selling point. This system would allow ALL aspects of village life from increasing quality of crops to make better food (ie cooking) to making better trees for constructing the devices. And I could do that all right by myself.
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Re: New Resource System

Postby JKGraziano » Wed Mar 16, 2011 9:17 pm

Rhiannon wrote:
JKGraziano wrote:... Maybe limit the creation of these resource quality enhancers to one per village/claim? I wouldn't want to restrict it to just villages, but wouldn't want people to create an alt to just make a claim for making another enhancer... would have to be a lot of resources to build these enhancers...


I could accept that. It , as you say, would allow the few hq spots to be "had" and would with alot more work and time allow others to get the high Q stuff on their own. EVen if it did take a year to reach q100


Just to clarify my meaning a bit... you should only be able to have one type of enhancer per village/claim... would allow for villages to specialize in soil, clay, etc.
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 9:19 pm

JKGraziano wrote:
Rhiannon wrote:
JKGraziano wrote:... Maybe limit the creation of these resource quality enhancers to one per village/claim? I wouldn't want to restrict it to just villages, but wouldn't want people to create an alt to just make a claim for making another enhancer... would have to be a lot of resources to build these enhancers...


I could accept that. It , as you say, would allow the few hq spots to be "had" and would with alot more work and time allow others to get the high Q stuff on their own. EVen if it did take a year to reach q100


Just to clarify my meaning a bit... you should only be able to have one type of enhancer per village/claim... would allow for villages to specialize in soil, clay, etc.


Nah, adding the restrictions once again would lead to a restricting of the sandbox element. The whole point is that communities from 1 to 100 should be able to find a place in this game and be self sustaining...though the 100 vllage would be a lot faster at it than a village of 2.
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 9:27 pm

Avu wrote:The basic idea is sound. I too feel random luck plays waaay too much of a factor and the need to spam alts for resource finding is annoying. Raising resources should be possible but I would certainly not start everything at 10. I would make it so that over a long period of time with decent amount of work your resource handicap could be overcome.

Btw Rhianon I don't think you understand how connected all those items really are. With your system you'd only have as driving forces bear hides and the glacial -5+2 crop increase over natural soil q and even then things will probably stagnate very fast due to a lot more variables being uniform 10 to begin with.


True, it would be quite glacial to begin with. This might could bother some folks. So perhaps having the low quality that seems to cover 95% of the world woud still be ok. Maybe just adding these elements while leaving the resource q spawn rate the same would be enough. Woud allow the other 95% to at least have some way to make some headway and NOT be at "endgame" as soon as your crops reach your local soil q which has killed farming to me. No reason that only 1 or 2 villages should have crops over 50. So I guess I see your poitnt and agree. maybe leave the resources as they are but add these elements for people to improve, over time and with vigilence, their local qualities.
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Re: New Resource System

Postby Potjeh » Wed Mar 16, 2011 9:30 pm

I agree that base resources should be improvable, but I disagree with the proposed implementation (soil should be fine, though). IMO all improvement should be made on the terrain itself, so that developed land is the most valued possession, which could lead to meaningful conquest of territory (with features to support that, of course).

An interesting thing to do would be reworking the quality system so base resources have multiple dimensions. So it wouldn't be so much matter of improving them, as it would be in specializing them. For example, you could alter soil's nutrients/PH/whatever to make it better for one set of crops at the cost of making it worse for another.
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Re: New Resource System

Postby sabinati » Wed Mar 16, 2011 9:40 pm

Rhiannon wrote:
Avu wrote:The basic idea is sound. I too feel random luck plays waaay too much of a factor and the need to spam alts for resource finding is annoying. Raising resources should be possible but I would certainly not start everything at 10. I would make it so that over a long period of time with decent amount of work your resource handicap could be overcome.

Btw Rhianon I don't think you understand how connected all those items really are. With your system you'd only have as driving forces bear hides and the glacial -5+2 crop increase over natural soil q and even then things will probably stagnate very fast due to a lot more variables being uniform 10 to begin with.


True, it would be quite glacial to begin with. This might could bother some folks. So perhaps having the low quality that seems to cover 95% of the world woud still be ok. Maybe just adding these elements while leaving the resource q spawn rate the same would be enough. Woud allow the other 95% to at least have some way to make some headway and NOT be at "endgame" as soon as your crops reach your local soil q which has killed farming to me. No reason that only 1 or 2 villages should have crops over 50. So I guess I see your poitnt and agree. maybe leave the resources as they are but add these elements for people to improve, over time and with vigilence, their local qualities.


you can still raise crop q past your soil q, just +2 max per generation instead of +5
Potjeh wrote:I agree that base resources should be improvable, but I disagree with the proposed implementation (soil should be fine, though). IMO all improvement should be made on the terrain itself, so that developed land is the most valued possession, which could lead to meaningful conquest of territory (with features to support that, of course).

An interesting thing to do would be reworking the quality system so base resources have multiple dimensions. So it wouldn't be so much matter of improving them, as it would be in specializing them. For example, you could alter soil's nutrients/PH/whatever to make it better for one set of crops at the cost of making it worse for another.


this
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 10:20 pm

Potjeh wrote:I agree that base resources should be improvable, but I disagree with the proposed implementation (soil should be fine, though). IMO all improvement should be made on the terrain itself, so that developed land is the most valued possession, which could lead to meaningful conquest of territory (with features to support that, of course).

An interesting thing to do would be reworking the quality system so base resources have multiple dimensions. So it wouldn't be so much matter of improving them, as it would be in specializing them. For example, you could alter soil's nutrients/PH/whatever to make it better for one set of crops at the cost of making it worse for another.


"Meanigful conquest of territory?" You mean by players over other players? As In taking their land? Exactly how much DO youwant this game to be about nothing but Sodom domination? SO you disagree because making things fair or worthwhile gamewise time for anyone but a high end faction would mess up your gameplay goals? Jeez. Ya know there is a game called mafia wars? Really see no reason to change the most unique sandbox ever to a cheap knock off of that.
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Re: New Resource System

Postby Potjeh » Wed Mar 16, 2011 10:23 pm

PvP is the only endgame we got, and the only one I can imagine that isn't a repetitive grindfest.

And I was never in Sodom, hon.
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Re: New Resource System

Postby sabinati » Wed Mar 16, 2011 10:23 pm

lol sodom is the only big faction?
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