Bucket Grinding

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

Re: Bucket Grinding

Postby shadowchris » Mon Feb 14, 2011 12:36 am

People who grind buckets are so weak cuz they dont play the game. How you think veterans are strong? Cuz they play the game instead of seducing to low levels of buckets and cutlery. They are lazy that's the problem.
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Re: Bucket Grinding

Postby Oddity » Mon Feb 14, 2011 12:42 am

shadowchris wrote:seducing to

This again? :lol:
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Re: Bucket Grinding

Postby Monkeytofu » Mon Feb 14, 2011 12:42 am

Oddity wrote:
shadowchris wrote:seducing to

This again? :lol:


You seduce to criticism?
[13:09:52] <shadowchris> u seduce to name calling?

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Re: Bucket Grinding

Postby Russaria » Mon Feb 14, 2011 12:43 am

rye130 wrote:Anyways, the problem was that making buckets was the BEST way to get LP. Something thats easily macroable and unproductive being the best LP and you don't see a problem with that?


I'm no one's alt, cockslobber. People's desire/lazineess/immaturity to cheat and the devs lack of "give a fuck" from world 1 on is NOT a reason to punish those who do NOT cheat. A common problem faced by many games. Nerfing everything is only the easiest piss ass lazy way of dealing with it instead of more complicated development and security. Regardless it wont stop anything. Because there is nothing else that isn't a bullshit grind, even MORE grindier than cutting down trees. IF that was the OBJECT then those things to "Replace" that would be "nerfed up". For instance that DOUGH suggestion. LOL..yeah right, no grind in that is there. Giant LAG causing wheat fields to DC everyone in a supergrid..harvest harvest harvest grinder water doughmaker...yeah no grind. But was the LP increased on those actions? DO you get MORE lp for making dough now to balance it? If your answer is no then your point is bullshit and is NOT the object of the nerf. (which would be a reasonable one, but that's not the way this game has ever worked)

What is "grinding"? grinding is any action you would NOT do except to earn exp or lp (whataver game your speaking about). The suggestion that the easy task of going from tree to tree and makigng buckets is grinding...is true. But then so is making giant wheat fields and making gigantic amounts of dough YOU DO NOT NEED for the LP. The steps to bucket are easier than the steps to making dough..so one will choose buckets to GRIND. If you decide for whatever reason that you would prefer people to grind on a different acton. Then you make that action more enticing by increasing the LP for that action while lowering the LP for an undesirable action. That would be fair...was that done to your knowledge?
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Re: Bucket Grinding

Postby Jackard » Mon Feb 14, 2011 1:05 am

rye130 wrote:Hi Rhiannon, nice little alt you have there for shit-posting.

apparently its rhiannon's brother
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Re: Bucket Grinding

Postby ewlol » Mon Feb 14, 2011 1:16 am

shadowchris wrote:seducing


i fucking laughed so hard it seduced me to tears
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Re: Bucket Grinding

Postby Russaria » Mon Feb 14, 2011 1:22 am

Jackard wrote:
rye130 wrote:Hi Rhiannon, nice little alt you have there for shit-posting.

apparently its rhiannon's brother


Yes, as many know, I'm "the brother". I don't post much unless something pisses me off like this has. I hate when any game throws players a curve ball and blame it on "cheaters'", hell we don't even use altered clients. Neither of us has ever used any client but the website one. We actually MAKE candles and miner's helms and put torch posts in our fields and strain our eyes when it's dark :shock:. It's not the "Nerfing of buckets". It's the reason given for why and the lack of BALANCE to offset it that pisses me off. Why doesn't long term or complicated actions provide MORE LP then? Planting trees for example, all silk making processes like harvesting silk worms, unraveling, making thread and cloth. Sewing actions, metal working actions on and on. If some of these things that take time and multiple process actions were actually WORTH the trouble as far as LP goes then no one would BE bucket grinding or CARE that is nerfed. If they were honest and sincere, then if they could take the time to NERF bucketing they coul just as easily find the code line to increase planting a damn tree!

Logic, old concept...worth revisiting.
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Re: Bucket Grinding

Postby Potjeh » Mon Feb 14, 2011 1:25 am

If they nerf all the unproductive activities the productive ones will be comparatively better.
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Re: Bucket Grinding

Postby Serpensio » Mon Feb 14, 2011 1:35 am

Jackard wrote:
Thijssnl wrote:
Jackard wrote:It runs counter to the dev philosophy, it is never ever happening, people should stop suggesting it.

Sorry, but what specifically does?

forcing you to grind specific tasks to level certain skills

Everyone is so focused on being "forced to grind specific things" in order to progress certain skills, I don't think they're seeing the whole picture at all.

Obviously slapping a "only these tasks give exp for these stats/skills" onto the current system without any other changes would be a complete failure. But that doesn't mean tasked-based skilling can't work at all, nor does it mean the game would end up like Darkfall or another failed game which has done something similar. Mortal Online, IMO, is a shining example of an excellent task-based leveling system. (While it does suffer from other faults, the skill system is not one of them).

Personally, if I were to revamp the LP system in H&H, I'd completely remove the "skill stats" (carpentry, Sewing, Smithing, etc.), and make all the basic skills available (but not the ones that need to be unlocked). Then I would make each task give LP to the skills it comes from, and only those skills, and based on how much LP you have in that skill, you can unlock the ones further in the skill tree. The skill level of each skill, would be the factor in deciding the quality softcap instead of the "skill stats." LP would

Acknowledged, this is a rough outline, and would probably need tweaking, as well as require whole new equations and functions. Unfortunately, there would also have to be more options of items to make, and a way ffor players to immediately start playing the role they wish to play, without having to work on other skills first. That's the only snag in this idea.

I have nothing against the current system though, except that it promotes grinding (which in turn encourages macroing), the quality of items is way too important in player's minds.
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Re: Bucket Grinding

Postby Russaria » Mon Feb 14, 2011 2:05 am

Potjeh wrote:If they nerf all the unproductive activities the productive ones will be comparatively better.


Incorrect, the whole point of grinding in the first place is the outrageous cost of upper skills and higher stats. If the need for overly excessive amounts of LP to "get anywhere" wasn't there then there would be no "search for the perfect grind" at all. In proportion the amount of work required to achieve even mid-level point increases is rediculous. Due to this players often have to choose grinding (which means doing things for no other purpose but to get lp) over actually playing or enjoying the game. Grinding is just an end to a means, if that "means" wasnt there there would be no problem.

You seem smug with your one liners which indicate a "This is the fact" know it all answer and that is not true. Like you stand above it all. Which in some aspects is true given what most all of us who've been around since world 1 know and have seen about the "circle of friends". To this point It goes without saying none of these kind of things bother any of those like yourself for quite obvious reasons...however...

Aside from all that, the point is, this will not change ANYTHING. If there is no balnace and more complicated actions are not increased then bucketing will still be the way most people will try to reach immediate LP goals. All this means is that I, for instance, will spend twice as much time and cut down twice as many trees whenever I need to meet an LP goal. Rather than lag my gameplay EVEN MORE with giant wheat fields or spend even more time doing even more complicated actions for the same LP.
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