Map Preview 2: Quality

Announcements about major changes in Haven & Hearth.

Re: Map Preview 2: Quality

Postby sabinati » Mon Aug 31, 2009 12:40 pm

hell yes
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Re: Map Preview 2: Quality

Postby loftar » Mon Aug 31, 2009 12:56 pm

Actually, the fact that perception is "gone" is just a bug; we just didn't notice it until the screenshot was up.

As for how quality works mathematically, I can say so much that we're far from sure that we've got all the details right, but from the cursory inspection we made so far, it seems quite functional. It's quite possible that we'll have to revise it a couple of times, but I can at least clarify a few details. First of all, the quality number is limitless in itself.

Second, the new character attributes mostly affect crafting, but e.g. farming takes effect when harvesting/planting crops and trees. When crafting, the quality of the raw material you use is the primary determinant of the quality of the result, but if the attributes that affect the crafting recipe in question are lower than what the resulting quality would otherwise be, they will simply worsen it. That way, it is equally important to level the raw material you're working with and to level your character itself.

Third, crops, trees and silkworms (and, when we've got them, domestic animals) are possible to improve upon each generation, so you can always make them progressively better. Other resources, like clay, soil, water, &c., can only be improved by prospecting. Their quality is strictly determined by the map, so if you want better, you'll have to find it. The quality of hides and other game loot is determined strictly by creature level (and the type of creature).

Fourth, while it's possible to make quite great armor from just a Mordor-bear's hide, in order to make the world's best leather armor, you'll also need, not only good craftsmanship to deal with the leather, but also good wood to make your tanning tubs and good water to fill them with; so in order to make really high quality stuff, you'll need to improve the whole resource tree behind the stuff you're crafting.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Map Preview 2: Quality

Postby sabinati » Mon Aug 31, 2009 1:07 pm

with regard to crops, trees, silkworms, animals, etc: is there just a single quality value or are there multiple attributes to allow for different "breeds", say one chicken that gives good quality eggs, but not so much meat, and another that gives great meat but not so much eggs?
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Re: Map Preview 2: Quality

Postby sami1337 » Mon Aug 31, 2009 1:11 pm

Wow my longtime suggestion made it in :D
Now i wonder what the use will be..as mentioned before it would be lame if a top quality item does alot more damage or whatever. Should probably count toward perhaps attack speed, hit percentage or hp in the case of armour.
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Re: Map Preview 2: Quality

Postby loftar » Mon Aug 31, 2009 1:41 pm

sabinati wrote:with regard to crops, trees, silkworms, animals, etc: is there just a single quality value or are there multiple attributes to allow for different "breeds", say one chicken that gives good quality eggs, but not so much meat, and another that gives great meat but not so much eggs?

Currently, at least, there's just one dimension of quality for every item, and it is not obvious that it will be expanded. First of all, we need to work out a lot of the basic details before making the system more complex. Second, it is very far from obvious how the various dimensions of quality would interact with each other when combining various things, such as in crafting. But I'm not opposed to the idea in itself, so maybe one day when we've gotten a deeper understanding of the various emergent phenoma of the quality system.

When we do animal domestication, they will, on the other hand, in all likelyhood have attributes similar to that of players, each of which will likely be individually breedable. But that's a story for another day.
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Re: Map Preview 2: Quality

Postby sabinati » Mon Aug 31, 2009 1:48 pm

cool
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Re: Map Preview 2: Quality

Postby Rift » Mon Aug 31, 2009 2:02 pm

*shivers with excitement*
Yay, In one fell swoop villages that want the best things have to trade with each other!
...Short of there being a village with perfect soil/water/clay ect all in one place... However provided that doesn't happen.... everyone will be forced to trade to get higher quality stuff, provided they want it.

And it forces hunters to bring back there stuff to villages with high quality equipment / high quality smiths [assuming they couldnt dedicate too much time to make all the high quality stuff by leveling EVERYTHING on a character], in order to make truely elite gear.
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Re: Map Preview 2: Quality

Postby Delamore » Mon Aug 31, 2009 2:12 pm

Machenoid wrote:Please, PLEASE tell me you're going to do something awsome later on with quality levels so that the final product of the crafting process will avoid the absolutely horrible "I'm a newbie and no one wants to buy my Quality 3 crafts." and the "Oh, what's that? His sword is Q=99 and yours is Q=2? Well, he wins no matter what." because, you know. Fighting someone with 4000 strength is bad enough. ;)

Preferably if it was something like the belief slider-bars, where sharpness/bluntness on a sword influences a damage ratio between a cut and a crush; so as the sword is used it slowly becomes more blunt, but a blunt sword can still knock around a head. (or can be made intentionally dull so you can gain experience by making it sharper) Where the raw material quality effects where that slider bar will start at and how quickly/slowly it will move in a certain direction. Thus, anyone can make a sharp sword from bad quality metal and have the first few swings do the same damage, it'll just become dull faster.

[Edit - A HAWK, I SEE. Let me guess, thinking of Falconry? Or feathers for fletching? :roll: ]

Wurm uses a system in which you craft the item at a base value which uses your skill, the tool used to make it and the material to give you a lowish quality.
Then you use your skill, tools and materials to improve the item, the chance of failure (Loses a slight amount of quality) is based on tool, material and skill being used in the improvement.
The idea is that a high up smith might buy the swords from a newbie and improve them up so he can resell them.
But that didn't happen often because the Wurm economy was broken for so many other reasons.
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Re: Map Preview 2: Quality

Postby mamesh » Mon Aug 31, 2009 2:22 pm

look rly interesting
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Re: Map Preview 2: Quality

Postby Laremere » Mon Aug 31, 2009 5:43 pm

Delamore wrote:Wurm uses a system in which you craft the item at a base value which uses your skill, the tool used to make it and the material to give you a lowish quality.
Then you use your skill, tools and materials to improve the item, the chance of failure (Loses a slight amount of quality) is based on tool, material and skill being used in the improvement.
The idea is that a high up smith might buy the swords from a newbie and improve them up so he can resell them.
But that didn't happen often because the Wurm economy was broken for so many other reasons.
That's very interesting. It'd be cool if a system like that were introduced in this game, though it should take some material requirements to improve.

It'd also be nice if armor repair was introduced too. It would take some material, but upkeep should be a bit less than making the same armor over again. Would make it so that there are trips to the blacksmith to repair armor. Possibly armor that has no hp left goes into a ruined state. You still can wear it, but it's useless as armor until it is repaired.
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