soil q and fishponds

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

soil q and fishponds

Postby ysbryd » Wed Feb 23, 2011 7:38 pm

Hi, thanks for such a fantastic game, but there are a couple of things I would love to see in it.

Firstly a way to improve soil q, I dont care how time consuming it is to craft fertiliser, but I think it should be an option.

Secondly, fish ponds, to breed and improve your fish, on the lines of the chicken houses.

Other than that I think this game is damn near perfect !
Can anybody fly this thing?
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Re: soil q and fishponds

Postby LimaZulu » Wed Feb 23, 2011 7:45 pm

+1
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Re: soil q and fishponds

Postby SacreDoom » Wed Feb 23, 2011 9:39 pm

Both suggested before.
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Re: soil q and fishponds

Postby ysbryd » Wed Feb 23, 2011 10:38 pm

Maybe suggested before, I did try to trawl through the forum, but at one point my eyes started crossing and I gave up. Let me get this straight, I'm not sitting in my comfortable farm wanting to rub a bone and a dead fish together to get q 190 soil in ten minutes. I have walked MOST of the eastern section of this world looking for q soil, chasing down nodes that peter out at about 41, and it seems to me that it is more luck than judgement that ends up with you sitting on something more valuable than a gold mine. I dont want farmwille, I love the fact that each time I go out searching I am taking my "life" in my hands, with real questions about do I take risks with the "me" I have created. I dont want the world handed to me on a plate, what I do want is a possibility, as in that thing called Real Life, that hard work and dedication could somehow improve your lot. The fishponds thing was a throwaway suggestion, but soil is so fundamental to all aspects of this game that I feel the monopoly created is unfair.

(And yes I admit it, the server is down and I'm bored, otherwise I would probably be tramping past your doorstep in my bunny slippers, carrying a spade and taking on bears with about as much effect as if I criticised their choice of day wear)
Can anybody fly this thing?
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Re: soil q and fishponds

Postby Grelf » Thu Feb 24, 2011 12:26 am

Yeah, been suggested before, and again, if we can have a way to improve soil why wouldn't it also have something to improve clay Q and water Q? It's just a resource that you have to seek now. Just look for a good spot. :roll:
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Re: soil q and fishponds

Postby LimaZulu » Thu Feb 24, 2011 12:29 am

Grelf wrote:Yeah, been suggested before, and again, if we can have a way to improve soil why wouldn't it also have something to improve clay Q and water Q? It's just a resource that you have to seek now. Just look for a good spot. :roll:


Clay and water doesn't make sense, but fertilizer does. Also fertilizer would be more for the people who live on shitty q land and want to improve it. I don't quite see the problem with it. It's not game breaking, and it'd be another area of trade.
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Re: soil q and fishponds

Postby Grelf » Thu Feb 24, 2011 12:48 am

LimaZulu wrote:
Grelf wrote:Yeah, been suggested before, and again, if we can have a way to improve soil why wouldn't it also have something to improve clay Q and water Q? It's just a resource that you have to seek now. Just look for a good spot. :roll:


Clay and water doesn't make sense, but fertilizer does. Also fertilizer would be more for the people who live on shitty q land and want to improve it. I don't quite see the problem with it. It's not game breaking, and it'd be another area of trade.

Well, it's not a matter of realism, but of gameplay. I live near shitty q clay and want to improve it. How's that any different? :( It's just another resource people had to seek. In W3 everyone whined about mines, now this. There are so many good spots around, why not just find a good one?
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Re: soil q and fishponds

Postby LimaZulu » Thu Feb 24, 2011 12:52 am

Grelf wrote:
LimaZulu wrote:
Grelf wrote:Yeah, been suggested before, and again, if we can have a way to improve soil why wouldn't it also have something to improve clay Q and water Q? It's just a resource that you have to seek now. Just look for a good spot. :roll:


Clay and water doesn't make sense, but fertilizer does. Also fertilizer would be more for the people who live on shitty q land and want to improve it. I don't quite see the problem with it. It's not game breaking, and it'd be another area of trade.

Well, it's not a matter of realism, but of gameplay. I live near shitty q clay and want to improve it. How's that any different? :( It's just another resource people had to seek. In W3 everyone whined about mines, now this. There are so many good spots around, why not just find a good one?


The main difference I see is that water and clay are transportable for all uses, soil is not. Soil q has intrinsic value based upon its location while the others don't, as crops depend on the soil q at the site, but you can ultimately trade for better water or clay. Soil for crops, you can't. :(
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Re: soil q and fishponds

Postby kilakan » Thu Feb 24, 2011 1:30 am

Well how about a way to purify water and clay, like some type of cleaning action to raise the q of the clay or water based upon skills and attributes. While soil you can take ash, bones, ect, grind them up, and say for 1 bone, 1 ash, and idk maybe 1 good q water, raise the target squares soil q by, idk 1, so ya, if you find a q 40 piece of land and work on it for hours, you could get a few precious q 100 squares, but you'd still need good q soil to start otherwise it would take even longer. Maybe implement a type of *leech* effect, where you raise square a's q by 5, and then any more leaks off to surrounding squares until they are less then maybe 4 q's difference between square A, and surrounding squares. So if you want to take a q 10 soil area to 100 you'd need to actualy raise the whole area up to 100, which would take godly amounts of resources and time. Which is fairly realistic, since good soil can be improved easier, while bad soil tends to loose nutrients until the entire area is better.
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